Commit Graph

299 Commits

Author SHA1 Message Date
fc540fa8d2 add offset to projectile when player is attacking 2025-08-29 01:29:51 +01:00
aaaa79cdc0 bring over attack projectile frames 2025-08-29 01:00:08 +01:00
25293876ed begin portin attack 2025-08-29 00:16:58 +01:00
c942d01e35 a bit of formatting 2025-08-28 23:47:20 +01:00
f2bbe3b516 remove unused 'drawWidth/drawHeight' arguments 2025-08-28 23:40:11 +01:00
e4df30703b adjust constants a bit 2025-08-28 23:28:38 +01:00
6dee0b89c8 port over jumping sprites/frames 2025-08-28 23:24:56 +01:00
ee5ccf77a0 update/port over right-walking frames 2025-08-28 23:08:30 +01:00
f3cb7b7546 port over left-walking frames/sprites 2025-08-28 23:02:03 +01:00
a2b14b90e3 change standing sprite 2025-08-28 22:46:13 +01:00
9120460392 a tiny bit of refactoring, extracting a function to get frames when walking which encapsulates logic for calculating which walk frame to use 2025-08-28 16:03:49 +01:00
69992b5a8d convert whip-attack sprites to new dotscape format 2025-08-09 14:22:04 +01:00
4b6d917be9 fix a purely visual bug: do not transition to 'DROP_BELOW_PLATFORM state when player is touching ground wall 2025-06-10 13:01:05 +01:00
da86e79115 make player's heatth decrement when attacked, and when player's health reaches 0, boot player back to title screen 2025-03-21 10:58:10 +00:00
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
ee5b30da0e make characters bigger in level (still a multiple of 16 though so will scale nicely) 2025-02-24 11:31:43 +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
defaf6c820 add functionality for cancel button in options-update.sml 2025-02-22 05:16:17 +00:00
e9f52d5cda allow cycling in options menu (when pressing down while on bottom button, it goes back to the top button, and whenh pressing up on the top button, it goes to the bottom button) 2025-02-22 05:07:20 +00:00
86aea3a147 trigger confirmation in title-update.sml only when attack is newly pressed (not when attack is held) 2025-02-22 04:53:51 +00:00
1bab4d89d7 done with saving updated keybindings, both saving to application's RAM memory and to disk 2025-02-21 20:31:26 +00:00
edb9b300c3 add function to convert CoreKey.key_code to string, as preparation for converting user key record to string, which itself is a prerequisite of saving controls configuration to file 2025-02-21 19:14:58 +00:00
9c82a624b6 a little refactoring 2025-02-21 18:57:28 +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
e1fb4004dd add 'tempKeys' field to OptionsType.options_type, so that any key binding changes in the menu do not take immediate effect (requires pressing 'save button' in order for changes to be saved and take effect) 2025-02-21 18:18:39 +00:00
abcbc030e1 highlight different options in red when they are (focused andalso selected) 2025-02-21 14:53:26 +00:00
b2f58f1c9a record and act on selected keys in options (except for save button and cancel button which are not acted upon) 2025-02-21 14:46:54 +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
603d6fa139 add key delay to options menu 2025-02-21 11:36:20 +00:00
c6fe819c0c thread time through update functions so it can be used 2025-02-21 08:58:45 +00:00
c81ca5dcf3 allow user to press up and down to select different options in options 2025-02-21 06:37:16 +00:00