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6a6a36a277
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fix bug regarding squares not updating properly, and remove debugging code for that functionality
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2025-07-06 15:54:08 +01:00 |
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bba293d406
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fix bug in not properly updating squares vector
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2025-07-06 15:52:10 +01:00 |
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270481a0ba
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done refactoring (next: need to do some bug fixing)
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2025-07-06 15:14:19 +01:00 |
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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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