Commit Graph

92 Commits

Author SHA1 Message Date
ca6b0b2160 done refactoring player-specific logic, and also enemy-specific logic, from player-enemy.sml (which now just calls different functions from the player.sml and enemy.sml modules, to help player-enemy.sml maintain a high level overview) 2025-01-12 22:14:36 +00:00
3dddd096f7 a bit of additional refactoring 2025-01-12 22:10:58 +00:00
8052ad53f7 a bit of refactoring and clearer naming 2025-01-12 21:59:33 +00:00
442c489af7 remove unused 'enemyTree' value returned from player-enemy.sml function 2025-01-12 19:31:29 +00:00
8906d244eb extract player patch types and functions to its own module 2025-01-12 19:25:05 +00:00
e280274ed0 add xAxis and yAxis fields to enemy type 2025-01-12 13:07:32 +00:00
c4989711df refactor constants out of enemy.sml 2025-01-12 12:53:41 +00:00
9280a12911 functorise physics for player 2025-01-12 12:36:26 +00:00
ec44dd9966 refactor constants out from player.sml 2025-01-12 11:46:32 +00:00
a7c2e2ef01 progress moving constant values into own module 2025-01-12 07:18:44 +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
8498eacde2 a little bit of refactoring 2025-01-11 21:58:34 +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
f9f56e3b38 make sure projectiles are shot from the same x/y coordinates they are spinning at from the player 2025-01-09 15:00:56 +00:00
06bc691c7f done drawing player projectiles 2025-01-09 12:11:41 +00:00
2433797caf progress drawing projectiles 2025-01-09 11:52:39 +00:00
011fadb9f1 move projectiles in every frame 2025-01-09 11:08:15 +00:00
941d90b6be ensure that we do not draw field over player when player is throwing 2025-01-09 10:38:34 +00:00
a2dc00704c add 'facing' field to player projectiles, so it is known which direction projectile should travel in 2025-01-08 20:26:53 +00:00
bd946bf635 require attack button to be pressed twice in order to trigger throwing of defeated enemies 2025-01-08 13:18:35 +00:00
f7ee3e9e29 when attack is pressed and more than one enemy has been defeated, place defeated enemies into projectiles vector, and make the vector of defeated enemies an empty vector 2025-01-08 12:49:29 +00:00
29de4ea4b6 progress shooting off enemies as projectiles 2025-01-07 13:31:17 +00:00
c080398dd5 multiply defeatedSize by ratio to ensure that pellets change size along with other objects when window is resized 2025-01-07 13:03:17 +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
61bb214150 change size and distance of pellets (defeatedSize and defeatedDistance bindings) 2025-01-06 11:26:20 +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
f7f9b1e29b turne 'defated_enemies' type into '{angle: int}' record, because it is probably visually cleaner to have defeated enemies turn into small pellets 2025-01-01 09:38:04 +00:00
2eb2de8910 change alpha opacity of attack depending on current charge 2024-12-31 10:08:18 +00:00
f199da790d add ability to charge for attack 2024-12-31 10:04:40 +00:00
eacc68e80e add charge field to player 2024-12-28 08:41:10 +00:00
7d09661e98 use different collision size when player is attacking 2024-12-28 04:11:29 +00:00
5f437ae76d draw basic field over player when player is attacking 2024-12-28 04:06:27 +00:00
fccbb15f15 add shader strings which will allow us to make an xyrgba shader in OpenGL 2024-12-27 20:48:36 +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
e98c5b65e9 add bin search function 2024-12-26 15:10:33 +00:00
06ac5ddd49 add 'enemies' field to player type 2024-12-26 12:26:13 +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
6f83fd8636 change collision function in player.sml to check only for collisions with environment, because plan is to move player-enemy collision detection out of player.sml into game-update.sml (where player-enemy collisions affect both players and enemies) 2024-12-23 18:49:50 +00:00
6bb9ba315e remove unused parameter, and clear checkEnemiesWhileUnused function, because have a different idea for attack 2024-12-23 04:03:54 +00:00
36085f75c0 progress with enemy collision 2024-12-23 03:59:27 +00:00
5819c4facf add code to stop player from moving when main attack is pressed 2024-12-23 00:28:53 +00:00
d8b70dfccb draw player differently when they are attacking (player is just different colour for now; placeholder asset to change for later) 2024-12-22 21:08:59 +00:00