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dd291096d5
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refactor file thread
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2025-07-06 15:06:00 +01:00 |
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2e0549097e
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begin merging files which were previously in temp-squares directory into main
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2025-07-06 14:56:54 +01:00 |
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395d6002d8
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done refactoring functional core (mostly); next, need to move folders in temp-squares directory into main
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2025-07-06 14:45:20 +01:00 |
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1c34bd715f
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finished with normal nmode for app-update refactoring
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2025-07-06 14:26:11 +01:00 |
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11052e801f
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port function to handlw window resizing event
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2025-07-06 14:08:44 +01:00 |
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d231edda6a
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modify ClickPoints.getClickPos function to detect click for square/pixel, not for triangle. (Checking if mouse is between two click points instead of if mouse is around one click point.)
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2025-07-06 14:01:03 +01:00 |
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4a87b0f16e
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port 'addCoordinates' function to app-update.sml
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2025-07-06 13:52:38 +01:00 |
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833005703b
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a bit of refactoring for quad tree's 'toTriangles' function
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2025-07-06 13:26:33 +01:00 |
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1ce3a36db4
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remove unused parameter from quad tree
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2025-07-06 13:23:14 +01:00 |
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0bdf5064d8
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port arrow movement (involving functional core)
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2025-07-06 03:58:45 +01:00 |
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20c02814e4
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refactoring progress
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2025-07-06 03:53:26 +01:00 |
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a919e3d3d4
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add function to convert from absolute pixel value to NDC
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2025-07-06 03:35:36 +01:00 |
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ed64b464c8
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progress with refactoring
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2025-07-06 03:21:18 +01:00 |
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df5f326e36
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begin refactoring AppUpdate structure
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2025-07-06 02:49:38 +01:00 |
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e8e090a19d
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add refactored message types to temp folder
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2025-07-06 02:30:15 +01:00 |
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441e5fdd69
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add graph lines to refactored version
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2025-07-06 02:15:16 +01:00 |
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79be94bcbd
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begin refactoring to use square pixels instead of triangles, focusing on functional core first
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2025-07-06 01:38:02 +01:00 |
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513cbd3dba
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code a quad tree decomposition algorithm
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2025-07-06 00:32:28 +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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aa068ea48e
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remove some opaque signature ascriptions
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2025-04-22 20:49:56 +01:00 |
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e59a1c67d8
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begin scaffolding for adding deletion tests
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2025-03-23 07:47:38 +00:00 |
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cbc1359de1
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add tests for cursor movement 'gg', which means all cursor movements have tests now. Next: add tests for delete motions.
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2025-03-22 20:58:39 +00:00 |
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dc3c1340bf
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add tests for 'F' motion
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2025-03-22 13:50:24 +00:00 |
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8fa5677d4d
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add tests for 'f' motion
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2025-03-22 13:41:50 +00:00 |
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87272a2667
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add tests for 'T' motion
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2025-03-22 13:09:50 +00:00 |
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9eae0c2d48
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begin adding multi-char tests (for motions such as 't<char>')
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2025-03-22 06:13:01 +00:00 |
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884c5fa08d
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pull new update from lib/brolib-sml
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2025-03-22 05:31:58 +00:00 |
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649bcb66e1
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a bit of refactoring to allow addition of more tests
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2025-03-22 05:18:25 +00:00 |
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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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a84490c86c
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use parametric polymorphism for value in gap_map.sml, instead of specifying value via functor. This is more flexible because a type which is defined after the functor can be used with the map. (The key in gap_map.sml is still specified by functor, though, which is necessary because the structure uses comparison functions which work with the key.)
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2025-03-12 23:25:29 +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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ee5b30da0e
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make characters bigger in level (still a multiple of 16 though so will scale nicely)
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2025-02-24 11:31:43 +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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d056e08ce7
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add ternary string set file, and code an insert function for it (plus datatype definitions, etc.)
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2025-02-23 10:44:39 +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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