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282d72b840
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rip out print statements which were solely for debugging
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2025-01-21 22:46:04 +00:00 |
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6783dac9e0
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a bit of bug fixing regarding implementation of dijstra's algorithm (next to fix: query towards quad/platform tree)
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2025-01-20 02:38:22 +00:00 |
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2c6b1556d1
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implemented four functions: is it possible to reach platform from above, is it possible to reach from below, or from left or right
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2025-01-18 22:18:05 +00:00 |
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edf7d4c8dc
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fix bug in physics.sml where player/enemy would drop below continuously past multiple platforms even if they intended to drop below platforms only once (fixed by setting yAxis to 'FALLING' if there are no collisions at all and player is in DROP_BELOW_PLATFORMS state)
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2025-01-18 22:13:16 +00:00 |
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6812f61dcc
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add function to search leftwards
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2025-01-18 19:55:52 +00:00 |
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c99999c0c9
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fix calculated distance for helpGetRightwardsPath (reused same distance calculate as in helpGetUpwardsPath before)
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2025-01-18 13:52:21 +00:00 |
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d59b6eab82
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code functioln to get rightwards path
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2025-01-18 13:29:56 +00:00 |
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00a9f22151
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keep track of visited nodes to prevent infinite recursion
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2025-01-18 10:09:08 +00:00 |
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f796f2f858
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have functiokn to get upwards path semi-working
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2025-01-18 00:25:27 +00:00 |
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cbddc03a88
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progress towards implementing follow slime (slime only tries jumping when platform is reachable now)
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2025-01-17 13:18:02 +00:00 |
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20e34ca0d5
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add function that returns true if we can jump on platform
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2025-01-17 12:29:07 +00:00 |
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c7bd95e5d7
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distinguish between standing on wall vs standing on platform (platform can be jumped on but wall cannot)
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2025-01-17 11:49:34 +00:00 |
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67a4ad5664
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start implementing patches to follow player (basic; shouldn't use path finding like Dijkstra's algorithm)
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2025-01-17 11:43:49 +00:00 |
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a05f211428
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pass player record as argument for enemy filtering functiokns, so enemy can react to player state (position, etc.)
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2025-01-16 08:15:29 +00:00 |
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0c01b224d0
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slight refactoring to help with extensibility of adding enemy variants later
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2025-01-14 11:50:27 +00:00 |
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