Commit Graph

335 Commits

Author SHA1 Message Date
113c3e67ab don't show falling frame when dropping 2025-08-30 01:00:37 +01:00
a6d84f093f add falling sprites 2025-08-30 00:55:58 +01:00
cc2eb419ab use timing information introduced in MAIN_ATTACKING case so that a second attack is required to add a falling enemy to the player's list 2025-08-29 13:55:46 +01:00
1f726539da record pressedTime when player is performing mainAttack 2025-08-29 12:46:41 +01:00
a58953e90d refactor options to use Time.time to track when key is pressed, instead of using a Real.real value 2025-08-29 12:33:45 +01:00
91bf6854ea add enemy to falling list when they are defeated 2025-08-29 12:01:17 +01:00
a016832233 remove dead code 2025-08-29 10:42:46 +01:00
1d1fed35cf restore working collision detection code to player's attack 2025-08-29 10:14:28 +01:00
22d43dc0c1 figure out reason for the strange player/projectile alignment, and address it (when player is facing left, we want to subtract size of whole projectile so it looks like it starts at the leftmost side; however, when player is facing right, we want to add by the width of the player, so it looks like the projectile starts from the player's rightmost side) 2025-08-29 03:43:10 +01:00
e3972fab81 figure out a good hardcoded alignment value 2025-08-29 03:24:17 +01:00
5915c21145 done adjusting alignment of attack projectile 2025-08-29 02:17:56 +01:00
806ccca6ec improve alignment of attack projectiles further 2025-08-29 02:08:36 +01:00
23bf18acb6 improve vertical alignment of attack projectile 2025-08-29 01:42:36 +01:00
fc540fa8d2 add offset to projectile when player is attacking 2025-08-29 01:29:51 +01:00
aaaa79cdc0 bring over attack projectile frames 2025-08-29 01:00:08 +01:00
25293876ed begin portin attack 2025-08-29 00:16:58 +01:00
c942d01e35 a bit of formatting 2025-08-28 23:47:20 +01:00
f2bbe3b516 remove unused 'drawWidth/drawHeight' arguments 2025-08-28 23:40:11 +01:00
e4df30703b adjust constants a bit 2025-08-28 23:28:38 +01:00
6dee0b89c8 port over jumping sprites/frames 2025-08-28 23:24:56 +01:00
ee5ccf77a0 update/port over right-walking frames 2025-08-28 23:08:30 +01:00
f3cb7b7546 port over left-walking frames/sprites 2025-08-28 23:02:03 +01:00
a2b14b90e3 change standing sprite 2025-08-28 22:46:13 +01:00
9120460392 a tiny bit of refactoring, extracting a function to get frames when walking which encapsulates logic for calculating which walk frame to use 2025-08-28 16:03:49 +01:00
279b8a1482 forgot to add contents of walk-3.dsc in previous commit, so add in this commit 2025-08-11 10:44:44 +01:00
88756cadbd attempt a walk-3 frame 2025-08-11 10:38:43 +01:00
8b12020d0c minor changes to walk-1 frame 2025-08-11 10:17:59 +01:00
339fe12af4 add another walk frame 2025-08-11 10:12:31 +01:00
e763442de7 add a walking frame 2025-08-11 08:53:51 +01:00
3b6e6783b9 use same shoes in attack-4.dsc frame as in other frames (attack-1 to attack-3, and stand.dsc), and change width to 22 pixels as well 2025-08-09 14:51:35 +01:00
d667831cec use same shoes/legs in attack-3.dsc as stand.dsc, and change width to 22 pixels 2025-08-09 14:47:36 +01:00
dc0faa12fb change stand.dsc frame to be 22 pixels wide 2025-08-09 14:38:41 +01:00
8e3b58eebc change attack-2.dsc frame to be 22 pixels wide 2025-08-09 14:37:16 +01:00
a785f97c6a minor adjustments to attack-1.dsc frame 2025-08-09 14:30:30 +01:00
69992b5a8d convert whip-attack sprites to new dotscape format 2025-08-09 14:22:04 +01:00
2ee4501c6a add separate whip sprite for last attack frame 2025-07-31 19:12:36 +01:00
f36771f04d add visible whip to attack sprites (except for last sprite which will use a separate whip sprite) 2025-07-31 18:48:37 +01:00
f74eb0fe58 add new dotscape sprites (standing and character movement during whip attack) 2025-07-29 09:05:38 +01:00
4b6d917be9 fix a purely visual bug: do not transition to 'DROP_BELOW_PLATFORM state when player is touching ground wall 2025-06-10 13:01:05 +01:00
da86e79115 make player's heatth decrement when attacked, and when player's health reaches 0, boot player back to title screen 2025-03-21 10:58:10 +00:00
f784244e81 make left-attack frames smoother, just as right-attack frames were made smoother in previous commit 2025-03-21 10:37:19 +00:00
a0aac81b6c make whip attack smoother when facing right (by doubling frames and manually coding interpolations) 2025-03-21 10:17:40 +00:00
0d34db359c accuracy improvement for Whip.leftFrames 2025-03-01 02:13:36 +00:00
3e9933bdd0 fix exception with attacking fallingEnemies, by regenerating fallingTree on each collision 2025-03-01 01:53:30 +00:00
e9e9d80a78 add leftFrames for whip attack 2025-03-01 01:48:15 +00:00
693630a655 add collision detection for whip attack 2025-03-01 01:31:18 +00:00
94dc17011e add a couple of frames to right-attack animation, making it appear smoother and less choppy 2025-03-01 01:11:16 +00:00
39f4614f13 animate whip (only visual; no collision detection) 2025-02-28 14:11:57 +00:00
54a4ed6d64 code box locations of right frames for whip attack 2025-02-28 13:18:42 +00:00
321200139b draw animation frames for whip attack 2025-02-28 12:03:23 +00:00