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cc01ee7ec9
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remove player-walk-right-10 and player-walk-right-11 from walk cycle animation (looks better without those frames)
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2025-02-23 07:30:44 +00:00 |
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9286c26231
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add a couple of frames to walk animation, and change colour of walls back from white to black (changed to white temporarily so we can see walk animation isolated from any other objects)
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2025-02-22 19:22:48 +00:00 |
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bd49877cf7
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add code for going through right-walk cycle in draw/vector code (for player)
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2025-02-22 19:02:28 +00:00 |
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4a41976009
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add 'animTimer' to player type, to help decide which frame to show for player
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2025-02-22 14:00:33 +00:00 |
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bf40a2b6e6
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create assets for player walking rightwards (but they are not implemented in code yet)
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2025-02-22 13:44:01 +00:00 |
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f8ed79c81f
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small improvement to player's sprite (and create subdirectory for player's sprites too, as I expect there will be quite a few)
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2025-02-22 06:02:28 +00:00 |
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aa2936499d
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improvements to player sprite
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2025-02-22 05:44:41 +00:00 |
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defaf6c820
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add functionality for cancel button in options-update.sml
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2025-02-22 05:16:17 +00:00 |
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e9f52d5cda
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allow cycling in options menu (when pressing down while on bottom button, it goes back to the top button, and whenh pressing up on the top button, it goes to the bottom button)
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2025-02-22 05:07:20 +00:00 |
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86aea3a147
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trigger confirmation in title-update.sml only when attack is newly pressed (not when attack is held)
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2025-02-22 04:53:51 +00:00 |
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1bab4d89d7
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done with saving updated keybindings, both saving to application's RAM memory and to disk
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2025-02-21 20:31:26 +00:00 |
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edb9b300c3
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add function to convert CoreKey.key_code to string, as preparation for converting user key record to string, which itself is a prerequisite of saving controls configuration to file
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2025-02-21 19:14:58 +00:00 |
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9c82a624b6
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a little refactoring
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2025-02-21 18:57:28 +00:00 |
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e6b0a5f37f
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add 'saveKeys' boolean to GameType.game_type, which should tell us to assign the new userKeys record to the InputState (which is implemented), and should also tell us to convert the keys to a string and save it to controls.config
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2025-02-21 18:32:48 +00:00 |
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e1fb4004dd
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add 'tempKeys' field to OptionsType.options_type, so that any key binding changes in the menu do not take immediate effect (requires pressing 'save button' in order for changes to be saved and take effect)
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2025-02-21 18:18:39 +00:00 |
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abcbc030e1
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highlight different options in red when they are (focused andalso selected)
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2025-02-21 14:53:26 +00:00 |
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b2f58f1c9a
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record and act on selected keys in options (except for save button and cancel button which are not acted upon)
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2025-02-21 14:46:54 +00:00 |
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20338996b8
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add back files with annotations to mlb (took them out before because smlfmt can't parse vector expressions, and also can't parse mlton's ffi syntax)
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2025-02-21 13:37:41 +00:00 |
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40fff7729f
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add 'newKeys' field (list of key codes pressed in frame) to frame input type, so we can change key bindings at runtime later
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2025-02-21 11:57:29 +00:00 |
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603d6fa139
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add key delay to options menu
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2025-02-21 11:36:20 +00:00 |
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c6fe819c0c
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thread time through update functions so it can be used
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2025-02-21 08:58:45 +00:00 |
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7ad521e444
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add function to retrieve time from GLFW
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2025-02-21 08:49:46 +00:00 |
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c81ca5dcf3
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allow user to press up and down to select different options in options
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2025-02-21 06:37:16 +00:00 |
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6cd7edb5ab
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draw options screen when that is selected
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2025-02-20 14:25:20 +00:00 |
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6762a1b994
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add non-configurable escape button to input type, to be used as a way to go backwards or exit menu
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2025-02-20 13:32:37 +00:00 |
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9feae2bb0f
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add function to make text vec to its own module so it can be reused across different modes
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2025-02-20 06:13:33 +00:00 |
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027c8be541
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add functionality to move between start button/options button
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2025-02-20 06:00:49 +00:00 |
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6d39c17a11
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when play button is focused on title screen and either attack or jump button is pressed, start level
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2025-02-20 05:46:00 +00:00 |
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f293e084f7
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add ability to change colour of text
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2025-02-19 20:06:12 +00:00 |
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568b21343b
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add function which will allow placing text on centre of screen
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2025-02-19 19:59:05 +00:00 |
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bd145e6b74
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make sure that drawn text is scaled + centered to middle of screen, if window size doesn't match expected ratio of 16:9
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2025-02-19 05:37:04 +00:00 |
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dab81e3904
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begin function for drawing title screen
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2025-02-19 04:07:27 +00:00 |
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6ca2d379f7
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bring in cozette-sml so we can draw text
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2025-02-19 03:48:38 +00:00 |
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25b2c41355
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begin title screen by adding title screen type
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2025-02-19 03:39:36 +00:00 |
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6b4b637624
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done adding LevelType.level_type as a field of GameType.game_type, and having main loop go through GameUpdate.game_type -> LevelUpdate.update
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2025-02-18 13:48:17 +00:00 |
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afe878c05d
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begin parameterising level so that it fits into larger type (with different modes like TITLE, LEVEL, SETTINGS, etc.)
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2025-02-18 13:16:52 +00:00 |
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b426ddbdd1
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adjustment to player sprite, allowing the inside of the sprite to be a chosen colour
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2025-02-18 12:48:55 +00:00 |
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d3200745d0
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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)
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2025-02-18 12:31:22 +00:00 |
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e62493ce56
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change size of player/enemy from 35 to 32 (even number means we can resize better)
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2025-02-18 11:09:07 +00:00 |
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6d028214d5
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when game is first loaded, assign parsed controls (or at least default controls) to imperative shell's state
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2025-02-17 03:53:04 +00:00 |
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18495a0cca
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successfully parse controls from file (but todo: save controls imperative shell on load)
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2025-02-17 03:48:31 +00:00 |
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46c713a9b5
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progress with controls-parsing logic
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2025-02-17 03:13:45 +00:00 |
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99669dd0b6
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add function to convert string to CoreKey.key_code (for parsing/loading controls from files)
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2025-02-17 01:39:41 +00:00 |
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291ee2f7f2
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differentiate 'upHeld' from 'jumpHeld' (we may want a different button for going up/down menu and a different button for jumping)
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2025-02-16 13:51:52 +00:00 |
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0df453f9c9
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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)
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2025-02-16 13:45:14 +00:00 |
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f2f1eeab8e
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additional scaffolding of user's key mappings in imperative shell
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2025-02-16 13:17:14 +00:00 |
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47bda26da5
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begin coding functionality for remapping keys
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2025-02-16 12:45:29 +00:00 |
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0edeb65131
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done implementing SHIELD_SLIME
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2025-02-15 13:00:23 +00:00 |
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66c60a490d
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begin adding shield slime enemy variant
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2025-02-15 12:34:10 +00:00 |
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190f11d7ef
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different colours for different enemies so they are easier to differentiate
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2025-02-15 12:18:08 +00:00 |
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