| Commit message (Collapse) | Author | Age | Files | Lines |
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The World class was removed and replaced by the RealizingSystem and RealizableComponent. The realizable entity is intended to be a singleton and to represent the world. The Map class was also removed and integrated into the MappableComponent.
These changes are to facilitate implementation of map objects without needing special intermediary objects (including the Map class). Now, map entities are created as soon as the world is created, and map object entities will be as well. They will simply be deactivated while the map is not active. Multiple players are now slightly better supported, which will be important in the future.
This will likely become inefficient as the world becomes bigger, and some sort of sector-loading process will have to be designed. This also reduces the usefulness of EntityManager's entity-searching capabilities (which are not the most efficiently implemented currently anyway), and will likely in the future require some added functionality to better search subsets of entities.
A lot of the components were also rewritten to use bare member variables instead of accessor methods, as they never had special functionality and just took up space. These components were also documented.
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Also added ability to make sprites flicker, to freeze physics for an entity, and to freeze progression of a sprite's animation loop.
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This brings along with it the ability to move to different maps, for which the PlayingSystem and PlayableComponent were introduced. The PlayingSystem is a general overseer system that handles big picture stuff like initializing the player and changing maps. The PlayableComponent represents the player. While the ControllableComponent is also likely to always only be on the player entity, the two are distinct by separation of concerns.
This also required a refactoring of how collisions are processed, because of a bug where the player can move to a new map when horizontal collisions are checked, and vertical collisions are skipped, causing the player to clip through the ground because the normal force was never handled.
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Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed.
Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded.
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The issue appears to have been caused by blending with unset alpha channels.
Also included the re-ordered player character sprite image.
The CMake file has been updated to include linking against some Apple libraries that are usually already included in GLFW3.
refs #1
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A lot of the stuff that ControllingSystem did to control the player character was moved into the new OrientingSystem. This is so that the player, or any player-like entities, can also be controlled by AI, with the underlying behavior being delegated in the same way as if the player were being controlled by the user.
Fixed the issue where, if the player were blocked while moving horizontally, they would remain blocked even if vertical movement were to remove the collision.
Fixed cases of the player animating incorrectly after performing certain movements.
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Only wall and platform collision currently works, and map edges are not currently implemented.
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Refactored how systems work slightly. Now, rendering can be done by a number of systems working together. Since the AnimatingSystem handles the animation of sprites, it should also handle the rendering of them. Because of this, the RenderingSystem has been removed.
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Also restyled a lot of the code.
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This is pretty old so I'm not exactly sure what it does but without it,
the monitor gets rendered upside down.
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This should improve speed, because entity lookup will be O(1) instead of O(log n). Deletion is also O(1). Insert stays at potentially O(n), but still should be overall faster than the previous method.
Also replaced some asserts with exceptions.
Also made Component polymorphic so that deletion actually works properly.
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Also whitespace changes.
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boundary
It turns out that it is somewhat confusing that GAME_HEIGHT != MAP_HEIGHT*TILE_HEIGHT
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Also split up components.cpp into files for each class, fixed a bug concerning falling off the screen when you change maps, and converted collision data into doubles.
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Also removed some unnecessary Message objects
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Also removed some extraneous parentheses
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Also moved player in front of checkpoint
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http://gafferongames.com/game-physics/fix-your-timestep/
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also refactored collisions and dying a bit
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Also created savefile and refactored collisions a bit.
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