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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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491ad11c4c
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remove a bit of dead code from fcore/projectile.sml
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2025-02-15 08:18:57 +00:00 |
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e538caa6c6
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add 'facing' field to enemy, and update that field when enemy starts moving in different direction (with regards to x_axis)
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2025-02-15 08:13:36 +00:00 |
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0b9bdeceff
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update positions of falling enemies per frame (and filter them out too)
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2025-02-15 02:17:01 +00:00 |
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219b37053b
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add functionality for falling enemies to turn into player projectiles when attacked
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2025-02-15 02:02:48 +00:00 |
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b8934e3add
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add function to generate quad tree from falling enemies
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2025-02-15 01:52:19 +00:00 |
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e758a5a13c
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refactor falling_enemy to be contained in FallingEnemyMap, instead of a plain vector
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2025-02-15 01:42:29 +00:00 |
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5412a71d30
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add code to make enemy fall when attacked by projectile (assuming health is enough)
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2025-02-14 18:18:46 +00:00 |
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c75e7bc33b
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add attacked enemies who are defeated to player's list of defeated_enemies, allowing them to be shot as projectiles
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2025-02-14 13:15:45 +00:00 |
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74a3fef32a
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receive latest version of GapMap, which fixes a bug to do with removing an element
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2025-02-14 13:04:30 +00:00 |
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b239dfa04d
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add functionality to have enemies tract to player's attack
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2025-02-14 12:59:22 +00:00 |
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50b57b9ef9
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a little refactoring (Player.runPhysicsAndInput function now does just that, instead of also checking for collisions with enemy)
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2025-02-14 11:19:24 +00:00 |
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e00db5d8a3
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make enemies move per loop (calling update EnemyMap by calling EnemyBehaviour)
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2025-02-14 10:43:27 +00:00 |
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46a1836ae2
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additional refactoring, moving player type into its own directory
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2025-02-14 10:13:03 +00:00 |
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d1e23b5455
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refactor platform and wall type declarations out into platform.sml and wall.sml
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2025-02-14 09:26:07 +00:00 |
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93aebe5fa1
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a bit of refactoring with regards to enemy's structures and files
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2025-02-14 09:06:32 +00:00 |
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93aae6dc1f
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remove dead code
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2025-02-14 08:46:28 +00:00 |
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c5cea8dcb3
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partial refactoring so we use EnemyMap.t for collection of enemies
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2025-02-13 13:36:30 +00:00 |
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265c8db88a
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implement EnemyMap functor (todo: migrate from 'enemy vector' type to 'EnemyMap.t' type)
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2025-02-13 12:14:50 +00:00 |
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f1521acec1
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refactor file order in preparation for adding GapMap for enemy
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2025-02-13 11:24:44 +00:00 |
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4c8b404c09
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add code so that bat also moves vertically (in addition to previous horizontal movement) when updating enemy state
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2025-02-12 00:25:55 +00:00 |
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1dc3116b77
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add fields to enemy which are relevant to bat's state
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2025-02-11 23:54:13 +00:00 |
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3db27a4107
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cut time which bat rests for in half
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2025-02-11 19:40:08 +00:00 |
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d0d93780fb
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initial implementation of bat's update function (todo: make bat oscillate up and down while it also moves in x axis, and also code bat's collisions with player, adding to falling list if necessary, or being filtered by player's attack)
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2025-02-11 19:38:02 +00:00 |
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3202c67f47
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begin adding variant for STRAIGHT_BAT enemy
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2025-02-11 18:05:44 +00:00 |
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534852c8bf
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don't make 'falling' enemies come back down (fall), but lift them up instead, filtered when reaching beyond the top of the world. It's a little more fluid with current physics for enemies to be 'spirited away' rather than fall.
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2025-02-09 13:14:38 +00:00 |
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4301e9ae38
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add line-of-sight, so FOLLOW_SLIME will only follow player if player is in specific range of enemy (within 199 pixels currently).
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2025-02-09 10:05:12 +00:00 |
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07d31119a7
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code functionality to filter out falling enemy from list if falling enemy is colliding with player
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2025-02-08 11:05:58 +00:00 |
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26870816db
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add code so that enemy gains a new projectile when attacking falling enemies, and also draw the falling enemies
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2025-02-08 10:48:34 +00:00 |
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51401231e1
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update state of falling enemies per loop
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2025-02-08 09:49:32 +00:00 |
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38640b14a2
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add falling_enemies type to game (these enemies can be picked up and thrown), and thread fallingEnemies through enemy.sml to set up scaffolding for them
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2025-02-08 09:20:10 +00:00 |
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1c105193e2
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extract a couple of collision functions to a separate module for reuse
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2025-02-08 08:39:04 +00:00 |
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f9fe009d59
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have patrol slime and follow slime also react to player's ChainEdge attack, and not only player's projectiles
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2025-02-08 04:02:17 +00:00 |
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23cf480dad
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reimplement enemy-filter loop (now enemy's reaction, and decision to possibly filter, is fully under enemy's control - physics, damage reaction, whether to filter or update enemy's state, etc.)
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2025-02-08 01:05:39 +00:00 |
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1be44335cb
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add asset for ChainEdge (attack)
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2025-02-07 13:42:38 +00:00 |
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7734496a8c
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remove some references to charging when/ife we don't need it, and also only trigger throw/attack on new button press (if held, throw/attack is not repeated)
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2025-02-07 12:32:38 +00:00 |
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283962c176
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make length of main attack increase and decrease
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2025-02-07 11:22:23 +00:00 |
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f6cd818c42
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display fieldVec which is more accurate to the attack's hitbox for now
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2025-02-07 10:40:47 +00:00 |
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