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e280274ed0
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add xAxis and yAxis fields to enemy type
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2025-01-12 13:07:32 +00:00 |
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c4989711df
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refactor constants out of enemy.sml
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2025-01-12 12:53:41 +00:00 |
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9280a12911
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functorise physics for player
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2025-01-12 12:36:26 +00:00 |
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ec44dd9966
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refactor constants out from player.sml
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2025-01-12 11:46:32 +00:00 |
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a7c2e2ef01
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progress moving constant values into own module
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2025-01-12 07:18:44 +00:00 |
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49282887e3
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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
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2025-01-11 22:06:08 +00:00 |
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8498eacde2
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a little bit of refactoring
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2025-01-11 21:58:34 +00:00 |
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75e28b892e
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done getting player's projectiles to collide with enemies successfully, and tested (although the code of the enemy reacting to the player is not the best)
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2025-01-11 21:35:55 +00:00 |
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0367b3a23c
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progress detecting collision between enemy and player's projectile, and decrementing enemy's health once detected
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2025-01-11 13:45:29 +00:00 |
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df0926195d
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decide on a different structure/module for each collision
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2025-01-10 10:12:59 +00:00 |
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f9f56e3b38
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make sure projectiles are shot from the same x/y coordinates they are spinning at from the player
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2025-01-09 15:00:56 +00:00 |
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06bc691c7f
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done drawing player projectiles
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2025-01-09 12:11:41 +00:00 |
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2433797caf
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progress drawing projectiles
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2025-01-09 11:52:39 +00:00 |
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011fadb9f1
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move projectiles in every frame
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2025-01-09 11:08:15 +00:00 |
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941d90b6be
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ensure that we do not draw field over player when player is throwing
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2025-01-09 10:38:34 +00:00 |
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a2dc00704c
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add 'facing' field to player projectiles, so it is known which direction projectile should travel in
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2025-01-08 20:26:53 +00:00 |
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bd946bf635
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require attack button to be pressed twice in order to trigger throwing of defeated enemies
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2025-01-08 13:18:35 +00:00 |
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f7ee3e9e29
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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
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2025-01-08 12:49:29 +00:00 |
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29de4ea4b6
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progress shooting off enemies as projectiles
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2025-01-07 13:31:17 +00:00 |
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c080398dd5
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multiply defeatedSize by ratio to ensure that pellets change size along with other objects when window is resized
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2025-01-07 13:03:17 +00:00 |
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f54fa1bf02
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move projectile type into player type
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2025-01-07 12:57:15 +00:00 |
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8d81a4f354
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remove player projectile tree from game type
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2025-01-07 11:23:22 +00:00 |
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60c93f54cc
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add player projectiles to game type
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2025-01-07 11:05:53 +00:00 |
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61bb214150
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change size and distance of pellets (defeatedSize and defeatedDistance bindings)
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2025-01-06 11:26:20 +00:00 |
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097d1502ad
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have pellets fly around player when player has attacked enemy
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2025-01-01 14:17:42 +00:00 |
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8e75d09fc1
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add defeated enemies to player record
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2025-01-01 09:53:30 +00:00 |
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f7f9b1e29b
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turne 'defated_enemies' type into '{angle: int}' record, because it is probably visually cleaner to have defeated enemies turn into small pellets
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2025-01-01 09:38:04 +00:00 |
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2eb2de8910
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change alpha opacity of attack depending on current charge
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2024-12-31 10:08:18 +00:00 |
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f199da790d
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add ability to charge for attack
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2024-12-31 10:04:40 +00:00 |
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eacc68e80e
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add charge field to player
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2024-12-28 08:41:10 +00:00 |
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7d09661e98
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use different collision size when player is attacking
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2024-12-28 04:11:29 +00:00 |
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5f437ae76d
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draw basic field over player when player is attacking
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2024-12-28 04:06:27 +00:00 |
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8804847d7a
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use binary search to find enemy with ID in 'GameUpdate.checkEnemies' function, because we previously relied on the enemy's index
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2024-12-27 18:26:57 +00:00 |
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ada63d54ce
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progress on player-enemy collisions when player is attacking enemy
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2024-12-27 18:12:42 +00:00 |
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01bc91e201
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return (player, enemies vector) tuple from function to check player-enemy collisions, because we will later want to update both player and enemy in the event that both collide
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2024-12-27 17:32:42 +00:00 |
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e98c5b65e9
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add bin search function
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2024-12-26 15:10:33 +00:00 |
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06ac5ddd49
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add 'enemies' field to player type
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2024-12-26 12:26:13 +00:00 |
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8e29bad5a3
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restore player-enemy collisions (this time in fcore/game-update.sml)
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2024-12-24 19:00:11 +00:00 |
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77c2ed4e62
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a little refactoring
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2024-12-24 12:05:44 +00:00 |
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6f83fd8636
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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)
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2024-12-23 18:49:50 +00:00 |
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6bb9ba315e
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remove unused parameter, and clear checkEnemiesWhileUnused function, because have a different idea for attack
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2024-12-23 04:03:54 +00:00 |
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36085f75c0
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progress with enemy collision
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2024-12-23 03:59:27 +00:00 |
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5819c4facf
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add code to stop player from moving when main attack is pressed
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2024-12-23 00:28:53 +00:00 |
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d8b70dfccb
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draw player differently when they are attacking (player is just different colour for now; placeholder asset to change for later)
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2024-12-22 21:08:59 +00:00 |
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400b971c7b
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add main attack patches to player.sml, registering attack input (although we don't react on the attack input yet)
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2024-12-22 20:21:16 +00:00 |
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9e30beb7d2
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remove some unnecessary destructuring
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2024-12-22 18:25:26 +00:00 |
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e2b89af6ac
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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)
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2024-12-22 05:40:33 +00:00 |
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05ec1880d2
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remove dead code (an '(r, g, b)' tuple) and an outdated comment (about a compiler error) from player.sml
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2024-12-21 11:15:03 +00:00 |
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c71dbb7fca
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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)
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2024-12-20 17:41:21 +00:00 |
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1e2ebe066f
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slight improvement to attacked animation in player.sml
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2024-12-20 08:17:33 +00:00 |
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