Commit Graph

58 Commits

Author SHA1 Message Date
9280a12911 functorise physics for player 2025-01-12 12:36:26 +00:00
ec44dd9966 refactor constants out from player.sml 2025-01-12 11:46:32 +00:00
a7c2e2ef01 progress moving constant values into own module 2025-01-12 07:18:44 +00:00
49282887e3 remove enemyTree (quad tree holding enemies) from game type as this is not static geometry and, since enemies are moving every frame, this should also be regenerated on every frame 2025-01-11 22:06:08 +00:00
8498eacde2 a little bit of refactoring 2025-01-11 21:58:34 +00:00
0367b3a23c progress detecting collision between enemy and player's projectile, and decrementing enemy's health once detected 2025-01-11 13:45:29 +00:00
f9f56e3b38 make sure projectiles are shot from the same x/y coordinates they are spinning at from the player 2025-01-09 15:00:56 +00:00
06bc691c7f done drawing player projectiles 2025-01-09 12:11:41 +00:00
2433797caf progress drawing projectiles 2025-01-09 11:52:39 +00:00
011fadb9f1 move projectiles in every frame 2025-01-09 11:08:15 +00:00
941d90b6be ensure that we do not draw field over player when player is throwing 2025-01-09 10:38:34 +00:00
a2dc00704c add 'facing' field to player projectiles, so it is known which direction projectile should travel in 2025-01-08 20:26:53 +00:00
bd946bf635 require attack button to be pressed twice in order to trigger throwing of defeated enemies 2025-01-08 13:18:35 +00:00
f7ee3e9e29 when attack is pressed and more than one enemy has been defeated, place defeated enemies into projectiles vector, and make the vector of defeated enemies an empty vector 2025-01-08 12:49:29 +00:00
29de4ea4b6 progress shooting off enemies as projectiles 2025-01-07 13:31:17 +00:00
c080398dd5 multiply defeatedSize by ratio to ensure that pellets change size along with other objects when window is resized 2025-01-07 13:03:17 +00:00
f54fa1bf02 move projectile type into player type 2025-01-07 12:57:15 +00:00
61bb214150 change size and distance of pellets (defeatedSize and defeatedDistance bindings) 2025-01-06 11:26:20 +00:00
097d1502ad have pellets fly around player when player has attacked enemy 2025-01-01 14:17:42 +00:00
2eb2de8910 change alpha opacity of attack depending on current charge 2024-12-31 10:08:18 +00:00
f199da790d add ability to charge for attack 2024-12-31 10:04:40 +00:00
eacc68e80e add charge field to player 2024-12-28 08:41:10 +00:00
5f437ae76d draw basic field over player when player is attacking 2024-12-28 04:06:27 +00:00
06ac5ddd49 add 'enemies' field to player type 2024-12-26 12:26:13 +00:00
77c2ed4e62 a little refactoring 2024-12-24 12:05:44 +00:00
6f83fd8636 change collision function in player.sml to check only for collisions with environment, because plan is to move player-enemy collision detection out of player.sml into game-update.sml (where player-enemy collisions affect both players and enemies) 2024-12-23 18:49:50 +00:00
6bb9ba315e remove unused parameter, and clear checkEnemiesWhileUnused function, because have a different idea for attack 2024-12-23 04:03:54 +00:00
36085f75c0 progress with enemy collision 2024-12-23 03:59:27 +00:00
5819c4facf add code to stop player from moving when main attack is pressed 2024-12-23 00:28:53 +00:00
d8b70dfccb draw player differently when they are attacking (player is just different colour for now; placeholder asset to change for later) 2024-12-22 21:08:59 +00:00
400b971c7b add main attack patches to player.sml, registering attack input (although we don't react on the attack input yet) 2024-12-22 20:21:16 +00:00
9e30beb7d2 remove some unnecessary destructuring 2024-12-22 18:25:26 +00:00
e2b89af6ac refactor player.sml for easier extensibility when fields are added to player type (we accept a list of values to change, instead of destructuring the player.sml values on each function call) 2024-12-22 05:40:33 +00:00
05ec1880d2 remove dead code (an '(r, g, b)' tuple) and an outdated comment (about a compiler error) from player.sml 2024-12-21 11:15:03 +00:00
c71dbb7fca add facing datatype to player record, which represents the last position the player is facing (player is facing left if they moved leftwards or colllided with an enemy who is to the left, and player is facing right if they move rightwards or player collides with enemy who is to the right) 2024-12-20 17:41:21 +00:00
1e2ebe066f slight improvement to attacked animation in player.sml 2024-12-20 08:17:33 +00:00
165abe32ba add player-flashing animation when player is attacked 2024-12-20 07:55:10 +00:00
58f552b38b add player_attacked datatype to player record, and refactor 2024-12-20 07:38:41 +00:00
fec4d996d9 fix bug. Bug was: if player jumps on platform while holding up, and walks off platform while still holding up, the player has the same 'y' coordinate, floating in the air when gravity should be applied. Fixed by applying gravity in the onJumpPressed function, when jumpPressed variable is true. 2024-12-19 08:10:34 +00:00
65ce098a71 have proper state transitions for recoiling; tested, and works correctly too 2024-12-19 07:53:31 +00:00
9ed32f38d2 separate RECOIL state to RECOIL_LEFT and RECOIL_RIGHT, telling us which direction player reccoils from 2024-12-19 04:09:03 +00:00
8dc5ad9359 add recoil state for player (next: enter recoil state when player touches enemy) 2024-12-19 03:58:37 +00:00
07782c7d65 add code to: (1) draw platform (shell.sml), (2) fix wall collision detection regression and platform collision detection bug (I was meant to pass one y parameter and one x parameter to the QuadTree for querying, but accidentally sent the y coordinate twice), (3) perform necessary state transitions that allow to drop from platform when pressing down on a platform, and (4) make sure player does not stick to platform if they jump to platform from below 2024-12-18 03:30:21 +00:00
d0360df871 change platCollisions value to check for collisions in platformTree instead of wallTree 2024-12-18 00:18:24 +00:00
1501f5f556 add comment about what code is triggering a compiler error 2024-12-17 23:49:40 +00:00
3ce2a974ba I think functions to drop below platforms have been coded and work fine, but I can't manually test because of an exception during compilation. So save progress by pushing to GitHub for now. 2024-12-17 22:45:58 +00:00
507c1c331c scale player.sml in the same way that wall.sml is being scaled, and also: make 'x' and 'y' arguments to Block.lerp Real32.real values rather than int values (with calling code making the necessary changes) as the code was converting between int and real multiple times 2024-12-17 09:16:22 +00:00
20c4060124 progress in handling variable window width/height (mostly only in imperative shell though) 2024-12-16 00:58:59 +00:00
cc7f30f718 add GameType.game_type which stores player and wall types, add GameUpdate.update function which takes a game type and returns a new game type, and refactor player/wall files, and gl-draw file, in light of these changes 2024-12-15 09:10:19 +00:00
1017bf1b7a cache 'jumpPressed' state inside player type. We use this boolean to check if the player has jumped before. If they have jumped before, then holding the up button does not cause another jump when falling down (unlike before this commit) 2024-12-14 21:05:51 +00:00