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6d028214d5
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when game is first loaded, assign parsed controls (or at least default controls) to imperative shell's state
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2025-02-17 03:53:04 +00:00 |
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18495a0cca
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successfully parse controls from file (but todo: save controls imperative shell on load)
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2025-02-17 03:48:31 +00:00 |
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46c713a9b5
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progress with controls-parsing logic
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2025-02-17 03:13:45 +00:00 |
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99669dd0b6
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add function to convert string to CoreKey.key_code (for parsing/loading controls from files)
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2025-02-17 01:39:41 +00:00 |
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291ee2f7f2
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differentiate 'upHeld' from 'jumpHeld' (we may want a different button for going up/down menu and a different button for jumping)
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2025-02-16 13:51:52 +00:00 |
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0df453f9c9
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partially done coding key remapping functionality (what works: GLFW key code -> CoreKey.key_code, acting on CoreKey.key_code every frame; todo: load from config file on start up, have screen where we can remap keys, and save to config while when key mappings are changed)
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2025-02-16 13:45:14 +00:00 |
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f2f1eeab8e
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additional scaffolding of user's key mappings in imperative shell
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2025-02-16 13:17:14 +00:00 |
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47bda26da5
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begin coding functionality for remapping keys
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2025-02-16 12:45:29 +00:00 |
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0edeb65131
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done implementing SHIELD_SLIME
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2025-02-15 13:00:23 +00:00 |
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66c60a490d
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begin adding shield slime enemy variant
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2025-02-15 12:34:10 +00:00 |
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190f11d7ef
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different colours for different enemies so they are easier to differentiate
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2025-02-15 12:18:08 +00:00 |
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491ad11c4c
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remove a bit of dead code from fcore/projectile.sml
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2025-02-15 08:18:57 +00:00 |
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e538caa6c6
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add 'facing' field to enemy, and update that field when enemy starts moving in different direction (with regards to x_axis)
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2025-02-15 08:13:36 +00:00 |
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0b9bdeceff
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update positions of falling enemies per frame (and filter them out too)
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2025-02-15 02:17:01 +00:00 |
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219b37053b
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add functionality for falling enemies to turn into player projectiles when attacked
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2025-02-15 02:02:48 +00:00 |
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b8934e3add
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add function to generate quad tree from falling enemies
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2025-02-15 01:52:19 +00:00 |
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e758a5a13c
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refactor falling_enemy to be contained in FallingEnemyMap, instead of a plain vector
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2025-02-15 01:42:29 +00:00 |
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5412a71d30
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add code to make enemy fall when attacked by projectile (assuming health is enough)
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2025-02-14 18:18:46 +00:00 |
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c75e7bc33b
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add attacked enemies who are defeated to player's list of defeated_enemies, allowing them to be shot as projectiles
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2025-02-14 13:15:45 +00:00 |
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74a3fef32a
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receive latest version of GapMap, which fixes a bug to do with removing an element
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2025-02-14 13:04:30 +00:00 |
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e2da10e908
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amend 'removeMiddle' function in gap_map.sml: before, we were leaving element we want to remove in rkhd/rvhd because we started the slice at 'insPos', but now we increment 'insPos' by 1 so we filter that desired element out
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2025-02-14 13:02:42 +00:00 |
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b239dfa04d
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add functionality to have enemies tract to player's attack
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2025-02-14 12:59:22 +00:00 |
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50b57b9ef9
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a little refactoring (Player.runPhysicsAndInput function now does just that, instead of also checking for collisions with enemy)
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2025-02-14 11:19:24 +00:00 |
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e00db5d8a3
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make enemies move per loop (calling update EnemyMap by calling EnemyBehaviour)
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2025-02-14 10:43:27 +00:00 |
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46a1836ae2
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additional refactoring, moving player type into its own directory
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2025-02-14 10:13:03 +00:00 |
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d1e23b5455
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refactor platform and wall type declarations out into platform.sml and wall.sml
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2025-02-14 09:26:07 +00:00 |
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93aebe5fa1
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a bit of refactoring with regards to enemy's structures and files
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2025-02-14 09:06:32 +00:00 |
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93aae6dc1f
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remove dead code
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2025-02-14 08:46:28 +00:00 |
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c5cea8dcb3
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partial refactoring so we use EnemyMap.t for collection of enemies
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2025-02-13 13:36:30 +00:00 |
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5f834ddaa4
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add functor to fold over GapMap in gap_map.sml
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2025-02-13 12:40:27 +00:00 |
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265c8db88a
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implement EnemyMap functor (todo: migrate from 'enemy vector' type to 'EnemyMap.t' type)
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2025-02-13 12:14:50 +00:00 |
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f3cc41e9a2
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add 'env' parameter to gap_map.sml's mapper
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2025-02-13 12:06:20 +00:00 |
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9c32e53160
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add 'env' parameter to gap_map.sml's mapper
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2025-02-13 12:01:40 +00:00 |
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aa127b28fd
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add 'env' parameter to gap_map.sml's mapper
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2025-02-13 12:01:07 +00:00 |
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9749abf1d5
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add 'env' parameter to mapper in gap_map.sml
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2025-02-13 11:56:12 +00:00 |
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f1521acec1
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refactor file order in preparation for adding GapMap for enemy
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2025-02-13 11:24:44 +00:00 |
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d23396f5d1
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cover exhaustive case reported in gap_map.sml (in 'joinSlices' function), and make it possible to map over values by using a functor
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2025-02-13 10:52:55 +00:00 |
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ae3238eabe
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minor adjustments to gap_vector.sml to make functor fit GAP_VECTOR signature
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2025-02-13 08:26:48 +00:00 |
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cfce329255
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add gap_vector.sml, which is just the same as gap_buffer.sml, except generic through the use of functors
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2025-02-13 08:22:55 +00:00 |
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33678f2b0d
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code 'remove' function for gap_map.sml, completing the functionality I need for GapMap (but warning that, although most functions were edited from gap_set.sml, gap_map.sml is entirely untested)
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2025-02-13 03:21:18 +00:00 |
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2c187d0e87
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implement 'moveTo' function for gap_map.sml
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2025-02-13 02:41:29 +00:00 |
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d3cca23549
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implement 'moveToStart' and 'moveToEnd' functions in gap_map.sml
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2025-02-12 13:59:27 +00:00 |
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18bd71d608
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fix compile errors regarding 'add' function in gap_map.sml (error was that 'joinSlices' helper function returned 'rightVals = rightKeys' instead of 'rightVals = rightVals')
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2025-02-12 13:44:34 +00:00 |
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2e03ae9828
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add 'min' and 'max' functions to gap_map.sml
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2025-02-12 12:45:45 +00:00 |
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55d20a2b82
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done with adding/inserting into GapMap
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2025-02-12 12:25:35 +00:00 |
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206df031b3
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implement 'insRight' function for inserting to the right
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2025-02-12 12:25:08 +00:00 |
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0b8b47312a
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implement 'insRight' function for inserting to the right
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2025-02-12 12:12:27 +00:00 |
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ca3e357fde
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code 'insLeft' function for gap_map.sml
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2025-02-12 11:08:05 +00:00 |
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2048c04179
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progress implementing 'add' in gap_map.sml
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2025-02-12 10:15:36 +00:00 |
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0ba1679e9a
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begin implementation of gap_map.sml
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2025-02-12 01:51:39 +00:00 |
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