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9b7d7a1396
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fix compile errors after previous commit (which involved reimplementing the quad tree to eliminate the possibility of a class of bugs I was experiencing; the problem was that the quad bounds were being passed recursively in different functions, but the long argument list in these functions made it difficult to see where the mismatch was)
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2025-01-27 23:41:59 +00:00 |
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bb0cf6bd33
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better path landing implemented, making sure enemy fully overlaps platform they are trying to reach, and enemy's jump is clearer (before, when enemy landed on platform, they went straight to the top of the platform, but now they jump a little over the platform which looks clearer)
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2025-01-26 13:23:20 +00:00 |
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c7ed5d3cce
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refactor player and enemy records to have a platID field (representing the last platform that player or enemy stood on), and fix resulting compile errors
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2025-01-25 08:41:42 +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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ce7520ce81
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derive EnemyPhysics module from functor
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2025-01-12 23:33:20 +00:00 |
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27fbe1c12e
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create enemy patch structure
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2025-01-12 23:28:03 +00:00 |
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