Commit Graph

260 Commits

Author SHA1 Message Date
c6fe819c0c thread time through update functions so it can be used 2025-02-21 08:58:45 +00:00
7ad521e444 add function to retrieve time from GLFW 2025-02-21 08:49:46 +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
6d028214d5 when game is first loaded, assign parsed controls (or at least default controls) to imperative shell's state 2025-02-17 03:53:04 +00:00
18495a0cca successfully parse controls from file (but todo: save controls imperative shell on load) 2025-02-17 03:48:31 +00:00
46c713a9b5 progress with controls-parsing logic 2025-02-17 03:13:45 +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
0df453f9c9 partially done coding key remapping functionality (what works: GLFW key code -> CoreKey.key_code, acting on CoreKey.key_code every frame; todo: load from config file on start up, have screen where we can remap keys, and save to config while when key mappings are changed) 2025-02-16 13:45:14 +00:00
f2f1eeab8e additional scaffolding of user's key mappings in imperative shell 2025-02-16 13:17:14 +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
74a3fef32a receive latest version of GapMap, which fixes a bug to do with removing an element 2025-02-14 13:04:30 +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
d1e23b5455 refactor platform and wall type declarations out into platform.sml and wall.sml 2025-02-14 09:26:07 +00:00
93aebe5fa1 a bit of refactoring with regards to enemy's structures and files 2025-02-14 09:06:32 +00:00
93aae6dc1f remove dead code 2025-02-14 08:46:28 +00:00
c5cea8dcb3 partial refactoring so we use EnemyMap.t for collection of enemies 2025-02-13 13:36:30 +00:00
265c8db88a implement EnemyMap functor (todo: migrate from 'enemy vector' type to 'EnemyMap.t' type) 2025-02-13 12:14:50 +00:00
f1521acec1 refactor file order in preparation for adding GapMap for enemy 2025-02-13 11:24:44 +00:00
4c8b404c09 add code so that bat also moves vertically (in addition to previous horizontal movement) when updating enemy state 2025-02-12 00:25:55 +00:00