Commit Graph

29 Commits

Author SHA1 Message Date
f784244e81 make left-attack frames smoother, just as right-attack frames were made smoother in previous commit 2025-03-21 10:37:19 +00:00
a0aac81b6c make whip attack smoother when facing right (by doubling frames and manually coding interpolations) 2025-03-21 10:17:40 +00:00
0d34db359c accuracy improvement for Whip.leftFrames 2025-03-01 02:13:36 +00:00
3e9933bdd0 fix exception with attacking fallingEnemies, by regenerating fallingTree on each collision 2025-03-01 01:53:30 +00:00
e9e9d80a78 add leftFrames for whip attack 2025-03-01 01:48:15 +00:00
693630a655 add collision detection for whip attack 2025-03-01 01:31:18 +00:00
94dc17011e add a couple of frames to right-attack animation, making it appear smoother and less choppy 2025-03-01 01:11:16 +00:00
39f4614f13 animate whip (only visual; no collision detection) 2025-02-28 14:11:57 +00:00
54a4ed6d64 code box locations of right frames for whip attack 2025-02-28 13:18:42 +00:00
321200139b draw animation frames for whip attack 2025-02-28 12:03:23 +00:00
0385366fce use player jumping sprites when player drops below platform 2025-02-24 12:59:59 +00:00
b697eaf8e0 add sprites for when player jumps while facing left, and add code to handle this case 2025-02-24 12:43:08 +00:00
0353c47f27 add jumping/falling sprites when player is facing right (todo: add sprites mirrored to face left) 2025-02-23 13:47:41 +00:00
4c853c1843 add animation for player walking leftwards 2025-02-23 07:43:23 +00:00
cc01ee7ec9 remove player-walk-right-10 and player-walk-right-11 from walk cycle animation (looks better without those frames) 2025-02-23 07:30:44 +00:00
9286c26231 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) 2025-02-22 19:22:48 +00:00
bd49877cf7 add code for going through right-walk cycle in draw/vector code (for player) 2025-02-22 19:02:28 +00:00
4a41976009 add 'animTimer' to player type, to help decide which frame to show for player 2025-02-22 14:00:33 +00:00
bf40a2b6e6 create assets for player walking rightwards (but they are not implemented in code yet) 2025-02-22 13:44:01 +00:00
f8ed79c81f small improvement to player's sprite (and create subdirectory for player's sprites too, as I expect there will be quite a few) 2025-02-22 06:02:28 +00:00
aa2936499d improvements to player sprite 2025-02-22 05:44:41 +00:00
e6b0a5f37f 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 2025-02-21 18:32:48 +00:00
40fff7729f add 'newKeys' field (list of key codes pressed in frame) to frame input type, so we can change key bindings at runtime later 2025-02-21 11:57:29 +00:00
c6fe819c0c thread time through update functions so it can be used 2025-02-21 08:58:45 +00:00
6762a1b994 add non-configurable escape button to input type, to be used as a way to go backwards or exit menu 2025-02-20 13:32:37 +00:00
6d39c17a11 when play button is focused on title screen and either attack or jump button is pressed, start level 2025-02-20 05:46:00 +00:00
25b2c41355 begin title screen by adding title screen type 2025-02-19 03:39:36 +00:00
6b4b637624 done adding LevelType.level_type as a field of GameType.game_type, and having main loop go through GameUpdate.game_type -> LevelUpdate.update 2025-02-18 13:48:17 +00:00
afe878c05d begin parameterising level so that it fits into larger type (with different modes like TITLE, LEVEL, SETTINGS, etc.) 2025-02-18 13:16:52 +00:00