|
|
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 |
|
|
|
47bda26da5
|
begin coding functionality for remapping keys
|
2025-02-16 12:45:29 +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 |
|
|
|
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 |
|
|
|
93aebe5fa1
|
a bit of refactoring with regards to enemy's structures and files
|
2025-02-14 09:06:32 +00:00 |
|
|
|
c5cea8dcb3
|
partial refactoring so we use EnemyMap.t for collection of enemies
|
2025-02-13 13:36:30 +00:00 |
|
|
|
07d31119a7
|
code functionality to filter out falling enemy from list if falling enemy is colliding with player
|
2025-02-08 11:05:58 +00:00 |
|
|
|
51401231e1
|
update state of falling enemies per loop
|
2025-02-08 09:49:32 +00:00 |
|
|
|
38640b14a2
|
add falling_enemies type to game (these enemies can be picked up and thrown), and thread fallingEnemies through enemy.sml to set up scaffolding for them
|
2025-02-08 09:20:10 +00:00 |
|
|
|
23cf480dad
|
reimplement enemy-filter loop (now enemy's reaction, and decision to possibly filter, is fully under enemy's control - physics, damage reaction, whether to filter or update enemy's state, etc.)
|
2025-02-08 01:05:39 +00:00 |
|
|
|
e1e20230d6
|
rip out player-enemy.sml and let player react to enemy collisions independently of enemy reaction to player
|
2025-02-06 17:37:48 +00:00 |
|
|
|
e23e2f0997
|
precompute graph to be used for dijkstra's algorithm, resulting in CPU usage that never exceed 7/home/humza/Downloads/sml/oh-my-stars/fcore/path-finding.sml with 5 enemies and eliminating lag
|
2025-01-31 04:32:53 +00:00 |
|
|
|
50238b8dac
|
done getting physics + environment to work on enemy as well, in addition to player
|
2025-01-13 09:52:25 +00:00 |
|
|
|
442c489af7
|
remove unused 'enemyTree' value returned from player-enemy.sml function
|
2025-01-12 19:31:29 +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 |
|
|
|
75e28b892e
|
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)
|
2025-01-11 21:35:55 +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 |
|
|
|
df0926195d
|
decide on a different structure/module for each collision
|
2025-01-10 10:12:59 +00:00 |
|
|
|
29de4ea4b6
|
progress shooting off enemies as projectiles
|
2025-01-07 13:31:17 +00:00 |
|
|
|
f54fa1bf02
|
move projectile type into player type
|
2025-01-07 12:57:15 +00:00 |
|
|
|
8d81a4f354
|
remove player projectile tree from game type
|
2025-01-07 11:23:22 +00:00 |
|
|
|
60c93f54cc
|
add player projectiles to game type
|
2025-01-07 11:05:53 +00:00 |
|
|
|
097d1502ad
|
have pellets fly around player when player has attacked enemy
|
2025-01-01 14:17:42 +00:00 |
|
|
|
8e75d09fc1
|
add defeated enemies to player record
|
2025-01-01 09:53:30 +00:00 |
|
|
|
f199da790d
|
add ability to charge for attack
|
2024-12-31 10:04:40 +00:00 |
|
|
|
7d09661e98
|
use different collision size when player is attacking
|
2024-12-28 04:11:29 +00:00 |
|
|
|
8804847d7a
|
use binary search to find enemy with ID in 'GameUpdate.checkEnemies' function, because we previously relied on the enemy's index
|
2024-12-27 18:26:57 +00:00 |
|
|
|
ada63d54ce
|
progress on player-enemy collisions when player is attacking enemy
|
2024-12-27 18:12:42 +00:00 |
|
|
|
01bc91e201
|
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
|
2024-12-27 17:32:42 +00:00 |
|
|
|
8e29bad5a3
|
restore player-enemy collisions (this time in fcore/game-update.sml)
|
2024-12-24 19:00:11 +00:00 |
|
|
|
77c2ed4e62
|
a little refactoring
|
2024-12-24 12:05:44 +00:00 |
|
|
|
05cc1d3a46
|
begin coding enemy
|
2024-12-19 03:08:26 +00:00 |
|
|
|
ddd58fd534
|
add platform vector and platform quadtree to game type
|
2024-12-17 21:42:06 +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 |
|