|
|
aa2936499d
|
improvements to player sprite
|
2025-02-22 05:44:41 +00:00 |
|
|
|
defaf6c820
|
add functionality for cancel button in options-update.sml
|
2025-02-22 05:16:17 +00:00 |
|
|
|
e9f52d5cda
|
allow cycling in options menu (when pressing down while on bottom button, it goes back to the top button, and whenh pressing up on the top button, it goes to the bottom button)
|
2025-02-22 05:07:20 +00:00 |
|
|
|
86aea3a147
|
trigger confirmation in title-update.sml only when attack is newly pressed (not when attack is held)
|
2025-02-22 04:53:51 +00:00 |
|
|
|
1bab4d89d7
|
done with saving updated keybindings, both saving to application's RAM memory and to disk
|
2025-02-21 20:31:26 +00:00 |
|
|
|
edb9b300c3
|
add function to convert CoreKey.key_code to string, as preparation for converting user key record to string, which itself is a prerequisite of saving controls configuration to file
|
2025-02-21 19:14:58 +00:00 |
|
|
|
9c82a624b6
|
a little refactoring
|
2025-02-21 18:57:28 +00:00 |
|
|
|
e6b0a5f37f
|
add 'saveKeys' boolean to GameType.game_type, which should tell us to assign the new userKeys record to the InputState (which is implemented), and should also tell us to convert the keys to a string and save it to controls.config
|
2025-02-21 18:32:48 +00:00 |
|
|
|
e1fb4004dd
|
add 'tempKeys' field to OptionsType.options_type, so that any key binding changes in the menu do not take immediate effect (requires pressing 'save button' in order for changes to be saved and take effect)
|
2025-02-21 18:18:39 +00:00 |
|
|
|
abcbc030e1
|
highlight different options in red when they are (focused andalso selected)
|
2025-02-21 14:53:26 +00:00 |
|
|
|
b2f58f1c9a
|
record and act on selected keys in options (except for save button and cancel button which are not acted upon)
|
2025-02-21 14:46:54 +00:00 |
|
|
|
40fff7729f
|
add 'newKeys' field (list of key codes pressed in frame) to frame input type, so we can change key bindings at runtime later
|
2025-02-21 11:57:29 +00:00 |
|
|
|
603d6fa139
|
add key delay to options menu
|
2025-02-21 11:36:20 +00:00 |
|
|
|
c6fe819c0c
|
thread time through update functions so it can be used
|
2025-02-21 08:58:45 +00:00 |
|
|
|
c81ca5dcf3
|
allow user to press up and down to select different options in options
|
2025-02-21 06:37:16 +00:00 |
|
|
|
6cd7edb5ab
|
draw options screen when that is selected
|
2025-02-20 14:25:20 +00:00 |
|
|
|
6762a1b994
|
add non-configurable escape button to input type, to be used as a way to go backwards or exit menu
|
2025-02-20 13:32:37 +00:00 |
|
|
|
9feae2bb0f
|
add function to make text vec to its own module so it can be reused across different modes
|
2025-02-20 06:13:33 +00:00 |
|
|
|
027c8be541
|
add functionality to move between start button/options button
|
2025-02-20 06:00:49 +00:00 |
|
|
|
6d39c17a11
|
when play button is focused on title screen and either attack or jump button is pressed, start level
|
2025-02-20 05:46:00 +00:00 |
|
|
|
f293e084f7
|
add ability to change colour of text
|
2025-02-19 20:06:12 +00:00 |
|
|
|
568b21343b
|
add function which will allow placing text on centre of screen
|
2025-02-19 19:59:05 +00:00 |
|
|
|
bd145e6b74
|
make sure that drawn text is scaled + centered to middle of screen, if window size doesn't match expected ratio of 16:9
|
2025-02-19 05:37:04 +00:00 |
|
|
|
dab81e3904
|
begin function for drawing title screen
|
2025-02-19 04:07:27 +00:00 |
|
|
|
6ca2d379f7
|
bring in cozette-sml so we can draw text
|
2025-02-19 03:48:38 +00:00 |
|
|
|
25b2c41355
|
begin title screen by adding title screen type
|
2025-02-19 03:39:36 +00:00 |
|
|
|
6b4b637624
|
done adding LevelType.level_type as a field of GameType.game_type, and having main loop go through GameUpdate.game_type -> LevelUpdate.update
|
2025-02-18 13:48:17 +00:00 |
|
|
|
afe878c05d
|
begin parameterising level so that it fits into larger type (with different modes like TITLE, LEVEL, SETTINGS, etc.)
|
2025-02-18 13:16:52 +00:00 |
|
|
|
b426ddbdd1
|
adjustment to player sprite, allowing the inside of the sprite to be a chosen colour
|
2025-02-18 12:48:55 +00:00 |
|
|
|
d3200745d0
|
allow player to have a different width/height that is not a perfect square, (now we have Constants.playerWidth and Constants.playerHeight, having deleted the previous size in Constants.playerSize)
|
2025-02-18 12:31:22 +00:00 |
|
|
|
e62493ce56
|
change size of player/enemy from 35 to 32 (even number means we can resize better)
|
2025-02-18 11:09:07 +00:00 |
|
|
|
18495a0cca
|
successfully parse controls from file (but todo: save controls imperative shell on load)
|
2025-02-17 03:48:31 +00:00 |
|
|
|
99669dd0b6
|
add function to convert string to CoreKey.key_code (for parsing/loading controls from files)
|
2025-02-17 01:39:41 +00:00 |
|
|
|
291ee2f7f2
|
differentiate 'upHeld' from 'jumpHeld' (we may want a different button for going up/down menu and a different button for jumping)
|
2025-02-16 13:51:52 +00:00 |
|
|
|
47bda26da5
|
begin coding functionality for remapping keys
|
2025-02-16 12:45:29 +00:00 |
|
|
|
0edeb65131
|
done implementing SHIELD_SLIME
|
2025-02-15 13:00:23 +00:00 |
|
|
|
66c60a490d
|
begin adding shield slime enemy variant
|
2025-02-15 12:34:10 +00:00 |
|
|
|
190f11d7ef
|
different colours for different enemies so they are easier to differentiate
|
2025-02-15 12:18:08 +00:00 |
|
|
|
491ad11c4c
|
remove a bit of dead code from fcore/projectile.sml
|
2025-02-15 08:18:57 +00:00 |
|
|
|
e538caa6c6
|
add 'facing' field to enemy, and update that field when enemy starts moving in different direction (with regards to x_axis)
|
2025-02-15 08:13:36 +00:00 |
|
|
|
0b9bdeceff
|
update positions of falling enemies per frame (and filter them out too)
|
2025-02-15 02:17:01 +00:00 |
|
|
|
219b37053b
|
add functionality for falling enemies to turn into player projectiles when attacked
|
2025-02-15 02:02:48 +00:00 |
|
|
|
b8934e3add
|
add function to generate quad tree from falling enemies
|
2025-02-15 01:52:19 +00:00 |
|
|
|
e758a5a13c
|
refactor falling_enemy to be contained in FallingEnemyMap, instead of a plain vector
|
2025-02-15 01:42:29 +00:00 |
|
|
|
5412a71d30
|
add code to make enemy fall when attacked by projectile (assuming health is enough)
|
2025-02-14 18:18:46 +00:00 |
|
|
|
c75e7bc33b
|
add attacked enemies who are defeated to player's list of defeated_enemies, allowing them to be shot as projectiles
|
2025-02-14 13:15:45 +00:00 |
|
|
|
b239dfa04d
|
add functionality to have enemies tract to player's attack
|
2025-02-14 12:59:22 +00:00 |
|
|
|
50b57b9ef9
|
a little refactoring (Player.runPhysicsAndInput function now does just that, instead of also checking for collisions with enemy)
|
2025-02-14 11:19:24 +00:00 |
|
|
|
e00db5d8a3
|
make enemies move per loop (calling update EnemyMap by calling EnemyBehaviour)
|
2025-02-14 10:43:27 +00:00 |
|
|
|
46a1836ae2
|
additional refactoring, moving player type into its own directory
|
2025-02-14 10:13:03 +00:00 |
|