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113c3e67ab
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don't show falling frame when dropping
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2025-08-30 01:00:37 +01:00 |
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a6d84f093f
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add falling sprites
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2025-08-30 00:55:58 +01:00 |
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cc2eb419ab
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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
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2025-08-29 13:55:46 +01:00 |
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1f726539da
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record pressedTime when player is performing mainAttack
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2025-08-29 12:46:41 +01:00 |
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91bf6854ea
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add enemy to falling list when they are defeated
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2025-08-29 12:01:17 +01:00 |
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a016832233
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remove dead code
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2025-08-29 10:42:46 +01:00 |
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1d1fed35cf
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restore working collision detection code to player's attack
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2025-08-29 10:14:28 +01:00 |
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22d43dc0c1
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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)
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2025-08-29 03:43:10 +01:00 |
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e3972fab81
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figure out a good hardcoded alignment value
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2025-08-29 03:24:17 +01:00 |
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5915c21145
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done adjusting alignment of attack projectile
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2025-08-29 02:17:56 +01:00 |
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806ccca6ec
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improve alignment of attack projectiles further
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2025-08-29 02:08:36 +01:00 |
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23bf18acb6
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improve vertical alignment of attack projectile
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2025-08-29 01:42:36 +01:00 |
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fc540fa8d2
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add offset to projectile when player is attacking
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2025-08-29 01:29:51 +01:00 |
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aaaa79cdc0
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bring over attack projectile frames
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2025-08-29 01:00:08 +01:00 |
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25293876ed
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begin portin attack
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2025-08-29 00:16:58 +01:00 |
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c942d01e35
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a bit of formatting
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2025-08-28 23:47:20 +01:00 |
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f2bbe3b516
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remove unused 'drawWidth/drawHeight' arguments
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2025-08-28 23:40:11 +01:00 |
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6dee0b89c8
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port over jumping sprites/frames
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2025-08-28 23:24:56 +01:00 |
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ee5ccf77a0
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update/port over right-walking frames
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2025-08-28 23:08:30 +01:00 |
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f3cb7b7546
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port over left-walking frames/sprites
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2025-08-28 23:02:03 +01:00 |
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a2b14b90e3
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change standing sprite
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2025-08-28 22:46:13 +01:00 |
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9120460392
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a tiny bit of refactoring, extracting a function to get frames when walking which encapsulates logic for calculating which walk frame to use
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2025-08-28 16:03:49 +01:00 |
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69992b5a8d
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convert whip-attack sprites to new dotscape format
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2025-08-09 14:22:04 +01:00 |
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4b6d917be9
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fix a purely visual bug: do not transition to 'DROP_BELOW_PLATFORM state when player is touching ground wall
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2025-06-10 13:01:05 +01:00 |
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da86e79115
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make player's heatth decrement when attacked, and when player's health reaches 0, boot player back to title screen
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2025-03-21 10:58:10 +00:00 |
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f784244e81
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make left-attack frames smoother, just as right-attack frames were made smoother in previous commit
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2025-03-21 10:37:19 +00:00 |
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a0aac81b6c
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make whip attack smoother when facing right (by doubling frames and manually coding interpolations)
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2025-03-21 10:17:40 +00:00 |
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0d34db359c
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accuracy improvement for Whip.leftFrames
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2025-03-01 02:13:36 +00:00 |
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3e9933bdd0
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fix exception with attacking fallingEnemies, by regenerating fallingTree on each collision
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2025-03-01 01:53:30 +00:00 |
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e9e9d80a78
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add leftFrames for whip attack
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2025-03-01 01:48:15 +00:00 |
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693630a655
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add collision detection for whip attack
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2025-03-01 01:31:18 +00:00 |
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94dc17011e
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add a couple of frames to right-attack animation, making it appear smoother and less choppy
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2025-03-01 01:11:16 +00:00 |
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39f4614f13
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animate whip (only visual; no collision detection)
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2025-02-28 14:11:57 +00:00 |
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54a4ed6d64
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code box locations of right frames for whip attack
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2025-02-28 13:18:42 +00:00 |
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321200139b
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draw animation frames for whip attack
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2025-02-28 12:03:23 +00:00 |
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0385366fce
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use player jumping sprites when player drops below platform
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2025-02-24 12:59:59 +00:00 |
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b697eaf8e0
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add sprites for when player jumps while facing left, and add code to handle this case
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2025-02-24 12:43:08 +00:00 |
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0353c47f27
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add jumping/falling sprites when player is facing right (todo: add sprites mirrored to face left)
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2025-02-23 13:47:41 +00:00 |
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4c853c1843
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add animation for player walking leftwards
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2025-02-23 07:43:23 +00:00 |
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cc01ee7ec9
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remove player-walk-right-10 and player-walk-right-11 from walk cycle animation (looks better without those frames)
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2025-02-23 07:30:44 +00:00 |
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9286c26231
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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)
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2025-02-22 19:22:48 +00:00 |
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bd49877cf7
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add code for going through right-walk cycle in draw/vector code (for player)
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2025-02-22 19:02:28 +00:00 |
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4a41976009
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add 'animTimer' to player type, to help decide which frame to show for player
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2025-02-22 14:00:33 +00:00 |
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bf40a2b6e6
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create assets for player walking rightwards (but they are not implemented in code yet)
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2025-02-22 13:44:01 +00:00 |
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f8ed79c81f
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small improvement to player's sprite (and create subdirectory for player's sprites too, as I expect there will be quite a few)
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2025-02-22 06:02:28 +00:00 |
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aa2936499d
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improvements to player sprite
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2025-02-22 05:44:41 +00:00 |
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e6b0a5f37f
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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
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2025-02-21 18:32:48 +00:00 |
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40fff7729f
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add 'newKeys' field (list of key codes pressed in frame) to frame input type, so we can change key bindings at runtime later
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2025-02-21 11:57:29 +00:00 |
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c6fe819c0c
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thread time through update functions so it can be used
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2025-02-21 08:58:45 +00:00 |
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6762a1b994
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add non-configurable escape button to input type, to be used as a way to go backwards or exit menu
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2025-02-20 13:32:37 +00:00 |
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