Commit Graph

54 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
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
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
69992b5a8d convert whip-attack sprites to new dotscape format 2025-08-09 14:22:04 +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
0385366fce use player jumping sprites when player drops below platform 2025-02-24 12:59:59 +00:00
b697eaf8e0 add sprites for when player jumps while facing left, and add code to handle this case 2025-02-24 12:43:08 +00:00
0353c47f27 add jumping/falling sprites when player is facing right (todo: add sprites mirrored to face left) 2025-02-23 13:47:41 +00:00
4c853c1843 add animation for player walking leftwards 2025-02-23 07:43:23 +00:00
cc01ee7ec9 remove player-walk-right-10 and player-walk-right-11 from walk cycle animation (looks better without those frames) 2025-02-23 07:30:44 +00:00
9286c26231 add a couple of frames to walk animation, and change colour of walls back from white to black (changed to white temporarily so we can see walk animation isolated from any other objects) 2025-02-22 19:22:48 +00:00
bd49877cf7 add code for going through right-walk cycle in draw/vector code (for player) 2025-02-22 19:02:28 +00:00
4a41976009 add 'animTimer' to player type, to help decide which frame to show for player 2025-02-22 14:00:33 +00:00
bf40a2b6e6 create assets for player walking rightwards (but they are not implemented in code yet) 2025-02-22 13:44:01 +00:00
f8ed79c81f small improvement to player's sprite (and create subdirectory for player's sprites too, as I expect there will be quite a few) 2025-02-22 06:02:28 +00:00
aa2936499d improvements to player sprite 2025-02-22 05:44:41 +00:00
e6b0a5f37f add 'saveKeys' boolean to GameType.game_type, which should tell us to assign the new userKeys record to the InputState (which is implemented), and should also tell us to convert the keys to a string and save it to controls.config 2025-02-21 18:32:48 +00:00
40fff7729f add 'newKeys' field (list of key codes pressed in frame) to frame input type, so we can change key bindings at runtime later 2025-02-21 11:57:29 +00:00
c6fe819c0c thread time through update functions so it can be used 2025-02-21 08:58:45 +00:00
6762a1b994 add non-configurable escape button to input type, to be used as a way to go backwards or exit menu 2025-02-20 13:32:37 +00:00