Commit Graph

25 Commits

Author SHA1 Message Date
c8f56f3077 attempt at coding functionality to jump/drop when platform is to the right and not overlapping with current platform 2025-01-25 08:34:05 +00:00
d8af1da6de prevent subscript error from occurring by validating eID and pID are both different from ~1, as the PathFinding.start function expects this to be the case 2025-01-25 00:48:56 +00:00
0be8e0dc5f progress coding function to make FOLLOW_SLIME go rightwards if next platform is towards the right 2025-01-25 00:23:30 +00:00
7a5517571d add functionality for enemy to walk to appropriate position if next platform is below current one, but only partially overlapping with current platform so enemy will not reach it if they drop down from current position 2025-01-24 22:51:20 +00:00
5e6a831add write 'getJumpPatches' function in a slightly less redundant way 2025-01-24 09:48:57 +00:00
d07b0a35ca amend minor regression bug: in 'canJump' function, check to make sure prevPlatform is lower than nextPlatform 2025-01-24 02:12:04 +00:00
02d94fc3c7 handle not-so-uncommon edge case: when platform enemy is on can be jumped from to reach next platform, but enemy is not in a position to jump (top platform slightly overlaps bottom platform in x-axis), make enemy walk left/right first so enemy reaches point where it is possible to jump from 2025-01-24 02:09:20 +00:00
e644160e38 enemy dropping below platform (without any bugs) is fully implemented now 2025-01-23 01:06:16 +00:00
efbf0c7da9 progress towards letting enemy drop below platform if path to player is there 2025-01-23 00:01:15 +00:00
6c1c6b9a04 progress making enemy follow player 2025-01-21 23:54:53 +00:00
282d72b840 rip out print statements which were solely for debugging 2025-01-21 22:46:04 +00:00
6783dac9e0 a bit of bug fixing regarding implementation of dijstra's algorithm (next to fix: query towards quad/platform tree) 2025-01-20 02:38:22 +00:00
2c6b1556d1 implemented four functions: is it possible to reach platform from above, is it possible to reach from below, or from left or right 2025-01-18 22:18:05 +00:00
edf7d4c8dc 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) 2025-01-18 22:13:16 +00:00
6812f61dcc add function to search leftwards 2025-01-18 19:55:52 +00:00
c99999c0c9 fix calculated distance for helpGetRightwardsPath (reused same distance calculate as in helpGetUpwardsPath before) 2025-01-18 13:52:21 +00:00
d59b6eab82 code functioln to get rightwards path 2025-01-18 13:29:56 +00:00
00a9f22151 keep track of visited nodes to prevent infinite recursion 2025-01-18 10:09:08 +00:00
f796f2f858 have functiokn to get upwards path semi-working 2025-01-18 00:25:27 +00:00
cbddc03a88 progress towards implementing follow slime (slime only tries jumping when platform is reachable now) 2025-01-17 13:18:02 +00:00
20e34ca0d5 add function that returns true if we can jump on platform 2025-01-17 12:29:07 +00:00
c7bd95e5d7 distinguish between standing on wall vs standing on platform (platform can be jumped on but wall cannot) 2025-01-17 11:49:34 +00:00
67a4ad5664 start implementing patches to follow player (basic; shouldn't use path finding like Dijkstra's algorithm) 2025-01-17 11:43:49 +00:00
a05f211428 pass player record as argument for enemy filtering functiokns, so enemy can react to player state (position, etc.) 2025-01-16 08:15:29 +00:00
0c01b224d0 slight refactoring to help with extensibility of adding enemy variants later 2025-01-14 11:50:27 +00:00