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b7a609b447
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fix quad tree queries (queries should not choose only one quadrant because they may validly visit two or more quadrants if query covers two leaf nodes), resulting in regressions. Fix one regression: reimplement wall patches (this time also optimised because there is no intgermediary list)
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2025-01-27 04:52:49 +00:00 |
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01d9c2bd47
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refactor physics.sml so that we always set plat ID of player/enemy, when player or enemy stands on new platform, and make changes to enemy-behaviour.sml in calculation to jump to the top-right after testing
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2025-01-25 09:17:58 +00:00 |
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e644160e38
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enemy dropping below platform (without any bugs) is fully implemented now
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2025-01-23 01:06:16 +00:00 |
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efbf0c7da9
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progress towards letting enemy drop below platform if path to player is there
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2025-01-23 00:01:15 +00:00 |
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edf7d4c8dc
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fix bug in physics.sml where player/enemy would drop below continuously past multiple platforms even if they intended to drop below platforms only once (fixed by setting yAxis to 'FALLING' if there are no collisions at all and player is in DROP_BELOW_PLATFORMS state)
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2025-01-18 22:13:16 +00:00 |
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690bfe75da
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make plan for writing how enemy should patrol on wall/platform
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2025-01-13 11:02:34 +00:00 |
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4484eb0ef0
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functorise environment collision patches
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2025-01-13 09:42:32 +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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8906d244eb
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extract player patch types and functions to its own module
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2025-01-12 19:25:05 +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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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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