Commit Graph

17 Commits

Author SHA1 Message Date
d3200745d0 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) 2025-02-18 12:31:22 +00:00
0edeb65131 done implementing SHIELD_SLIME 2025-02-15 13:00:23 +00:00
66c60a490d begin adding shield slime enemy variant 2025-02-15 12:34:10 +00:00
e538caa6c6 add 'facing' field to enemy, and update that field when enemy starts moving in different direction (with regards to x_axis) 2025-02-15 08:13:36 +00:00
46a1836ae2 additional refactoring, moving player type into its own directory 2025-02-14 10:13:03 +00:00
93aae6dc1f remove dead code 2025-02-14 08:46:28 +00:00
f1521acec1 refactor file order in preparation for adding GapMap for enemy 2025-02-13 11:24:44 +00:00
4c8b404c09 add code so that bat also moves vertically (in addition to previous horizontal movement) when updating enemy state 2025-02-12 00:25:55 +00:00
d0d93780fb 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) 2025-02-11 19:38:02 +00:00
3202c67f47 begin adding variant for STRAIGHT_BAT enemy 2025-02-11 18:05:44 +00:00
534852c8bf 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. 2025-02-09 13:14:38 +00:00
4301e9ae38 add line-of-sight, so FOLLOW_SLIME will only follow player if player is in specific range of enemy (within 199 pixels currently). 2025-02-09 10:05:12 +00:00
51401231e1 update state of falling enemies per loop 2025-02-08 09:49:32 +00:00
38640b14a2 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 2025-02-08 09:20:10 +00:00
1c105193e2 extract a couple of collision functions to a separate module for reuse 2025-02-08 08:39:04 +00:00
f9fe009d59 have patrol slime and follow slime also react to player's ChainEdge attack, and not only player's projectiles 2025-02-08 04:02:17 +00:00
23cf480dad 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.) 2025-02-08 01:05:39 +00:00