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dfb80c9fde
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NPC: Position is now a Vector2, not a Point
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2020-03-11 15:07:00 -04:00 |
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e97ff479d0
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Sprite: keep track of Width and Height
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2020-03-11 14:42:10 -04:00 |
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b4e644c2d4
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calculate spriteCenter more rigorously
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2020-03-11 14:19:27 -04:00 |
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36a72b938f
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calculate NPC physics-box correctly
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2020-03-11 13:56:33 -04:00 |
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f7567686b3
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Debug.AddLine(): make the 4-ints version the default
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2020-03-11 12:48:55 -04:00 |
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4c2437e1ac
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add Debug.AddPoint()
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2020-03-11 12:44:14 -04:00 |
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c08defc656
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Keep Update() from advancing by very large chunks; use more double math
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2020-03-11 11:12:14 -04:00 |
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4346f20024
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remove World.TileSize constant
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2020-03-11 11:01:34 -04:00 |
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a4802031d5
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World: load size directly from JSON.
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2020-03-10 17:32:33 -04:00 |
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b85661e2c4
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add support for 8x8 obstacles
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2020-03-10 17:10:09 -04:00 |
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a93076419d
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Debug: turn functions into noops if not compiled with DEBUG.
Fixes #11.
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2020-03-10 15:58:56 -04:00 |
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3d1de388b8
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remove jumpTime / jumpElapsed
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2020-03-10 15:06:52 -04:00 |
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127693e2af
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make Camera & NPC fields readonly
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2020-03-10 15:06:25 -04:00 |
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8f79bb8680
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add a little screen-shake
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2020-03-10 15:04:41 -04:00 |
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37c679b704
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move Camera into World
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2020-03-10 14:38:08 -04:00 |
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536af82beb
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make NPCs stop at the edge of platforms
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2020-03-10 10:09:55 -04:00 |
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275e535eac
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LinesOfSight: draw outlines around the vision cones.
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2020-03-09 16:13:52 -04:00 |
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06eac128c2
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LinesOfSight: make vision cones red
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2020-03-09 14:59:14 -04:00 |
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437130ab55
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Scene: always draw LinesOfSight
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2020-03-09 14:57:39 -04:00 |
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9504c2236c
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LinesOfSight: support multiple NPCs
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2020-03-09 14:47:21 -04:00 |
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473256d105
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make some classes static and some fields readonly
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2020-03-09 12:48:10 -04:00 |
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8f2fec053d
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Pull out the "Paused" string into a file.
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2020-03-09 12:46:19 -04:00 |
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4870964cc5
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attach LinesOfSight to the first NPC
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2020-03-09 12:41:07 -04:00 |
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8720896e87
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make top-level classes public
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2020-03-09 12:22:33 -04:00 |
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66ce866b12
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move LinesOfSight into World
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2020-03-09 12:19:19 -04:00 |
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3fc8b49636
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World: move Tile to bottom of file
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2020-03-09 11:48:22 -04:00 |
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bb910fbe58
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World: rearrange a bunch of code to be in a more sensible order
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2020-03-08 18:58:52 -04:00 |
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36e70989af
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rename "tiles" to "obstacles"
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2020-03-08 18:36:42 -04:00 |
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fa4784fc49
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IsHarmful -> IsHazard
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2020-03-08 18:30:46 -04:00 |
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299ab41ec2
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add hazards layer
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2020-03-08 18:27:20 -04:00 |
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9aa0d05eb2
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add the background layer
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2020-03-08 17:43:11 -04:00 |
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983a02b364
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remove old Levels file
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2020-03-08 17:28:45 -04:00 |
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5121f6d775
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World: load levels by parsing a JSON level description.
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2020-03-08 17:23:51 -04:00 |
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28ef337691
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make field readonly
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2020-03-07 12:40:21 -05:00 |
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0a37453dbd
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switch to sourcing all tiles from Grassland
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2020-03-06 19:01:48 -05:00 |
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392495a61e
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remove unneeded timeInState calc & redundant "string?" annotation
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2020-03-06 14:20:17 -05:00 |
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0f8d9c2814
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FSM / Player / NPCs now get World as an argument to Update()
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2020-03-06 12:28:58 -05:00 |
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1b124f84df
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FSM now takes a type parameter so that we can use FSM with other classes.
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2020-03-06 12:16:33 -05:00 |
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08091106ea
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Terrain: use optional arguments for IsObstacle / IsHarmful
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2020-03-06 12:02:41 -05:00 |
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b2583677bf
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Terrain now takes an IsHarmful param in constructor.
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2020-03-06 11:44:43 -05:00 |
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f756780660
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NPCs should start in "run" state.
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2020-03-06 11:44:19 -05:00 |
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b574a5a702
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change Sprite / Animation times to double (sec) instead of int (ms).
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2020-03-05 21:12:11 -05:00 |
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53083818c0
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Add a TODO and fix a smol cleanup.
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2020-03-05 17:39:30 -05:00 |
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3c4e63ada0
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Add basic FSM & use it from NPC.
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2020-03-05 17:39:17 -05:00 |
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53c6d8483f
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include multiple NPCs, have them turn around based on platforms.
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2020-03-05 16:17:57 -05:00 |
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5b82f4d646
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handle PingPong animations
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2020-03-05 15:55:40 -05:00 |
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0b8eb3e3f1
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Player: start using Sprite data to calculate texture source / animations.
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2020-03-05 15:28:34 -05:00 |
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77f1d73097
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remove convert_sprite_json (no longer needed)
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2020-03-04 16:47:24 -05:00 |
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654bb7fe97
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load JSON files directly instead of embedding in XML.
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2020-03-04 16:16:41 -05:00 |
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4bcb0d9b95
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fix SharedTests references to JSON library.
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2020-03-04 15:16:13 -05:00 |
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