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e2b89af6ac
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refactor player.sml for easier extensibility when fields are added to player type (we accept a list of values to change, instead of destructuring the player.sml values on each function call)
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2024-12-22 05:40:33 +00:00 |
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05ec1880d2
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remove dead code (an '(r, g, b)' tuple) and an outdated comment (about a compiler error) from player.sml
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2024-12-21 11:15:03 +00:00 |
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c71dbb7fca
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add facing datatype to player record, which represents the last position the player is facing (player is facing left if they moved leftwards or colllided with an enemy who is to the left, and player is facing right if they move rightwards or player collides with enemy who is to the right)
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2024-12-20 17:41:21 +00:00 |
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aeb3756e5b
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change arrow keys (left, down, right) to letter keys (s, d, f) and arrow up to letter key 'k', because I think it is more comfortable
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2024-12-20 16:51:21 +00:00 |
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1e2ebe066f
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slight improvement to attacked animation in player.sml
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2024-12-20 08:17:33 +00:00 |
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165abe32ba
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add player-flashing animation when player is attacked
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2024-12-20 07:55:10 +00:00 |
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aa1e71d3d8
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remove accidental git log pasted in game-type.sml
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2024-12-20 07:39:27 +00:00 |
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71e62a101d
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add player_attacked datatype to player record, and refactor
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2024-12-20 07:38:54 +00:00 |
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58f552b38b
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add player_attacked datatype to player record, and refactor
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2024-12-20 07:38:41 +00:00 |
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fec4d996d9
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fix bug. Bug was: if player jumps on platform while holding up, and walks off platform while still holding up, the player has the same 'y' coordinate, floating in the air when gravity should be applied. Fixed by applying gravity in the onJumpPressed function, when jumpPressed variable is true.
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2024-12-19 08:10:34 +00:00 |
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65ce098a71
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have proper state transitions for recoiling; tested, and works correctly too
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2024-12-19 07:53:31 +00:00 |
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9ed32f38d2
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separate RECOIL state to RECOIL_LEFT and RECOIL_RIGHT, telling us which direction player reccoils from
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2024-12-19 04:09:03 +00:00 |
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8dc5ad9359
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add recoil state for player (next: enter recoil state when player touches enemy)
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2024-12-19 03:58:37 +00:00 |
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05cc1d3a46
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begin coding enemy
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2024-12-19 03:08:26 +00:00 |
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07782c7d65
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add code to: (1) draw platform (shell.sml), (2) fix wall collision detection regression and platform collision detection bug (I was meant to pass one y parameter and one x parameter to the QuadTree for querying, but accidentally sent the y coordinate twice), (3) perform necessary state transitions that allow to drop from platform when pressing down on a platform, and (4) make sure player does not stick to platform if they jump to platform from below
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2024-12-18 03:30:21 +00:00 |
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d0360df871
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change platCollisions value to check for collisions in platformTree instead of wallTree
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2024-12-18 00:18:24 +00:00 |
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1501f5f556
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add comment about what code is triggering a compiler error
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2024-12-17 23:49:40 +00:00 |
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3ce2a974ba
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I think functions to drop below platforms have been coded and work fine, but I can't manually test because of an exception during compilation. So save progress by pushing to GitHub for now.
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2024-12-17 22:45:58 +00:00 |
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8344138c55
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add function to quad tree to get only bottom-side queries
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2024-12-17 22:04:46 +00:00 |
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ddd58fd534
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add platform vector and platform quadtree to game type
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2024-12-17 21:42:06 +00:00 |
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507c1c331c
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scale player.sml in the same way that wall.sml is being scaled, and also: make 'x' and 'y' arguments to Block.lerp Real32.real values rather than int values (with calling code making the necessary changes) as the code was converting between int and real multiple times
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2024-12-17 09:16:22 +00:00 |
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18bd81134b
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done handling variable window width/height in wall.sml
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2024-12-17 04:59:15 +00:00 |
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20c4060124
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progress in handling variable window width/height (mostly only in imperative shell though)
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2024-12-16 00:58:59 +00:00 |
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cc7f30f718
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add GameType.game_type which stores player and wall types, add GameUpdate.update function which takes a game type and returns a new game type, and refactor player/wall files, and gl-draw file, in light of these changes
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2024-12-15 09:10:19 +00:00 |
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1017bf1b7a
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cache 'jumpPressed' state inside player type. We use this boolean to check if the player has jumped before. If they have jumped before, then holding the up button does not cause another jump when falling down (unlike before this commit)
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2024-12-14 21:05:51 +00:00 |
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8b8d6f07bc
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change floatLimit to 3, which seems to be fine
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2024-12-14 18:11:59 +00:00 |
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df186308bb
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reduce floatLimit to 4, which feels better in the game
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2024-12-14 18:07:12 +00:00 |
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62a6a831ed
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add FLOATING case to player's y_axis type, so user hovers briefly after jumping, before gravity is applied (this is normal game physics)
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2024-12-14 18:02:57 +00:00 |
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cea269689e
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make it so that player will jump shorter distance if they only press up button for short period of time
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2024-12-14 08:18:39 +00:00 |
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34884b1b50
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make sure gravity is applied when player walks off platform
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2024-12-14 08:11:23 +00:00 |
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1901043535
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add functionality to move player by using arrow keys
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2024-12-14 07:59:43 +00:00 |
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9144c97fba
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get player to react to wall quad tree
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2024-12-13 22:48:34 +00:00 |
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9d42e14b2f
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add basic imperative shell
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2024-12-10 19:48:07 +00:00 |
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fb2be7be73
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add block.sml which just generates a block for OpenGL
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2024-12-10 11:55:40 +00:00 |
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a1b8aead30
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complete function to get collision sides in quad tree
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2024-12-10 08:42:36 +00:00 |
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7dbacd4792
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add function to return which side a collision occurs at
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2024-12-09 07:05:21 +00:00 |
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544460aec7
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begin coding player
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2024-12-09 04:37:40 +00:00 |
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244640c1d6
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add signature to quad-tree.sml, making it an opaque module
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2024-12-09 00:23:00 +00:00 |
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068f0277b9
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add function to get list of collision object from quad tree
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2024-12-08 23:38:50 +00:00 |
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6f14edd528
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code insert function for quad tree
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2024-12-07 11:12:19 +00:00 |
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