|
|
d1e23b5455
|
refactor platform and wall type declarations out into platform.sml and wall.sml
|
2025-02-14 09:26:07 +00:00 |
|
|
|
f3a0b2bc81
|
write code for new loop implementation of dijkstra's algorithm, which uses a precomputed graphy; however, this is not used yet as we need to add the graph to the game type first, and pass it along with other parameters, down to the path-finding.sml function
|
2025-01-31 04:10:58 +00:00 |
|
|
|
9b7d7a1396
|
fix compile errors after previous commit (which involved reimplementing the quad tree to eliminate the possibility of a class of bugs I was experiencing; the problem was that the quad bounds were being passed recursively in different functions, but the long argument list in these functions made it difficult to see where the mismatch was)
|
2025-01-27 23:41:59 +00:00 |
|
|
|
6369be21fa
|
tentatively refactor quad tree to make it more succinct + eliminate a class of potential bugs (passing wrong quad values through recursion)
|
2025-01-27 23:27:52 +00:00 |
|
|
|
e644160e38
|
enemy dropping below platform (without any bugs) is fully implemented now
|
2025-01-23 01:06:16 +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 |
|
|
|
ddd58fd534
|
add platform vector and platform quadtree to game type
|
2024-12-17 21:42:06 +00:00 |
|