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542da2229c
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a little additional scaffolding for normal mode
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2025-08-31 02:41:37 +01:00 |
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3b6dff3081
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begin scaffolding NormalSearchMode (normal mode, except we are searching)
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2025-08-31 02:10:57 +01:00 |
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1cf33c9dd7
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add todo note that text-window.sml needs to be changed so that it acts as if the screen is 80 chars wide if the screen can fit more than 80 chars, the same way text-builder.sml was changed in previous commits
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2025-08-31 01:47:11 +01:00 |
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a9fda7d88b
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change text building function in text-builder.sml to use the 'startX' and 'startY' fields added to the environment type
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2025-08-31 01:38:42 +01:00 |
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648346e5ba
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fix regression caused by 'TextBuilder.advanceSearchPos' function. We were previously checking if the absIdx is in the search range and advancing based on whether that is true or false, but we should only advance if absIdx is after the search range
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2025-08-31 01:33:20 +01:00 |
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5ba82ea7e1
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if we can fit at least 80 chars in a single line on the screen, centre all visible text on the screen
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2025-08-31 01:15:29 +01:00 |
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7ac676e621
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add textLineWidth value to text-constants.sml, which we can use to calculate functionality of centering on screen
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2025-08-31 01:00:31 +01:00 |
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83e062eb60
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fix visual bug resulting from 'TextBuilder.buildTextStringSearch' function. When we have a search string 'abc' and a file 'abcabc', there are two matches and it should also look like there are two matches, but it did not look like there were two matches prior to this commit. This commit fixes that by advancing the search position before adding to the text accumulator.
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2025-08-31 00:05:48 +01:00 |
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659a1d2585
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change buildRange length from 777 to 1111
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2025-08-30 23:36:14 +01:00 |
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2b3f0405c6
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reimplement search-range functionality to scan range from the string from left to right
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2025-08-30 23:31:55 +01:00 |
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de46376e4e
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reimplement search list functionality (when building whole search list, not from range) to start from index 0, to get rid of edge cases resulting from reading the string backwards
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2025-08-30 23:05:11 +01:00 |
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148b72835b
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move buffer to start before creating searchMsg
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2025-08-30 18:21:47 +01:00 |
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7497dc7e7a
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add code for clojure-style persistent vectors
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2025-08-30 18:12:47 +01:00 |
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0647589f13
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handle edge case in searching: when we look for 'abba' in the text 'abbabba', it looks like we should have two matches, but to be consistent with other programs, we only have one match
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2025-08-30 17:16:02 +01:00 |
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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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a1b88b9d3b
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add fall sprite for dvd (to be used after a jump)
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2025-08-30 00:24:25 +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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a58953e90d
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refactor options to use Time.time to track when key is pressed, instead of using a Real.real value
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2025-08-29 12:33:45 +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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e4df30703b
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adjust constants a bit
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2025-08-28 23:28:38 +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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efe921df1f
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organise dvd attack files a bit, and also mirror them (creating horizontally-flipped versions)
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2025-08-28 15:29:05 +01:00 |
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0073509176
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minor edits to dvd attack projectiles (making sure that only 2 pixels are in the centre of the mini dvd at most)
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2025-08-28 15:09:49 +01:00 |
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4b39da3ace
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add individual attack projectile frames
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2025-08-28 15:04:21 +01:00 |
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cd0d8cfdcb
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create some attack-projectile frames
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2025-08-28 13:58:09 +01:00 |
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e016afd1d2
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add attack discs
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2025-08-28 13:10:50 +01:00 |
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f877806fb6
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add alternate pattern for attack background (only in dsc files though)
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2025-08-28 12:30:32 +01:00 |
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2157536179
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begin making attack files
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2025-08-28 11:38:19 +01:00 |
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ab1c86b3c8
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add attack pose
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2025-08-28 11:17:34 +01:00 |
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cfec1ccdf8
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finish walk cycle for dvd
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2025-08-28 10:16:46 +01:00 |
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832c1913d3
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add walk3 and walk4 frames
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2025-08-28 01:44:32 +01:00 |
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1a61f03a5f
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add walk1 frame for dvd
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2025-08-26 23:23:33 +01:00 |
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