|
|
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 |
|
|
|
1f726539da
|
record pressedTime when player is performing mainAttack
|
2025-08-29 12:46:41 +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 |
|
|
|
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 |
|