Commit Graph

47 Commits (main)

Author SHA1 Message Date
En Yi ce84014668 Adjust Game UI + Add SFXs 2025-03-31 20:40:13 +08:00
En Yi b2beaea248 Experiment with Tracy profiler 2024-08-24 19:14:53 +08:00
En Yi bef2ee2813 Expose initial window size to scene
This is so that each scene does not need to hardcode render layer size
2024-05-04 18:28:53 +08:00
En Yi 0a6e7b4ddc Add delta time handling
Internal Changelog:
- Major change: all engine that does counting uses delta time instead of
  frame counting
- Animation runs at 24 FPS
- Water fill is at a constant rate as well
- Particle update will need to be given delta time as well.
- Particle system is not updated to use float, so no delta time handling
  for the system in this commit
2024-04-23 22:44:52 +08:00
En Yi 09da7e8700 Add sprite to tile and entity spawn in editor 2023-11-23 22:26:44 +08:00
En Yi 26eeec5638 Hack a method to lock key in game 2023-11-22 22:52:21 +08:00
En Yi 9a9f77c7b2 Fix issue with web build
Changelog:
- Update SFX
- Draw air meter
2023-11-22 00:13:05 +08:00
En Yi 72c27ed92e Add more SFX
Also, revert crate ground state behaviour
2023-11-13 14:23:31 +08:00
En Yi d660b4e5a5 Add sound loading from rres file
Also, fixes mistake in raw data size when loading from RRES file
2023-11-07 21:49:15 +08:00
En Yi 26cc567b7f Add emitter config to asset file loading 2023-11-06 21:36:23 +08:00
En Yi e39e549cd0 Add sound in asset info 2023-11-06 20:49:30 +08:00
En Yi ebecc68941 Add better support for particle system
Changelog:
- Move sprite to emitter itself to allow better reusing emitter config
- Dedicate a function for destroying entity. This is helpful for dealing
  with events that only occurs during entity destruction
2023-11-04 14:36:59 +08:00
En Yi a8b62f5aec Integrate particle system into scenes
Changelog:
- Each scene will have its own particle system to maintain
- Crate destruction now emits particles
- Draw particles during screen renders
    - May want to make this configurable
    - Should be in general scene render
2023-11-02 22:44:52 +08:00
En Yi 7dc66945da Add in engine configuration
All engine constants now sits in a single header file for easy tweaking
Also, SFX list fields is now an array rather than a pointer instead.
2023-10-13 21:55:30 +08:00
En Yi 92555708d7 Put more boilerplate inits into engine init 2023-10-13 21:08:48 +08:00
En Yi e318c65135 Add some more sfx 2023-10-10 21:57:45 +08:00
En Yi 2b79b5e6bc implement simple sfx playback for jumping 2023-10-09 21:28:30 +08:00
En Yi e6784a4d71 Fix crates hitbox collision with player 2023-09-23 13:39:18 +08:00
En Yi 20d5bd4ac7 Integrate loading RRES data pack
Changelog:
- Add in rres
    - Split rres header only into two files. Easier to deal with. Sorry
      Raysan...
- Add function to load assets from rres chunk
- Add function to load player sprite info from rres chunk
- Test loading rres in scene test
2023-09-01 20:50:45 +08:00
En Yi e2bce62a9d Update editor scene to be larger
also prevent last row to be modified
2023-08-19 20:33:31 +08:00
En Yi fae37eeecd Test out compilation for the web 2023-08-19 18:21:27 +08:00
En Yi d2a19c5405 Refactor out engine init, deinit, and key handling
To avoid repeated code
2023-08-19 12:20:16 +08:00
En Yi d3029316b7 Add spikes sprite support
Add tile rotation. This is kind of a temp solution, since any sprite
could use rotation. So, may need to extend this for general sprite
2023-08-16 21:21:55 +08:00
En Yi 8e9efc622d Refactor out level tilemap initialisation
- Rename sandbox scene initialisation, which is just a convenience
  function
- Also refactor out tilemap related functions to a new file
2023-08-14 13:51:20 +08:00
En Yi 7929178411 Add sprite loading from empty crates
Also adjust the gravity delay, bomb timing + size to allow
vertical chain explosion
2023-08-08 23:55:46 +08:00
En Yi b0e1d33ad6 Implement player sprite info loading from file 2023-05-22 20:33:48 +08:00
En Yi 98450d0bba Rework Entity Sprite Component & Add Tile Sprite
Changelog:
- Add tile sprites as part of Level Data
- Render tile sprite if loaded in
- CSprite now stores array of sprite rendering info
    - use current idx to keep track
2023-05-20 18:23:26 +08:00
En Yi 0f485d89f2 Add assets loading from a file
Changelog:
- Add assets_loader functions from a file
- Update scene_test to use loader function
2023-05-20 16:14:39 +08:00
En Yi ee4313adbb Add a sprite for player 2023-05-15 20:48:56 +08:00
En Yi d4dfe01182 Slightly rework scene rendering
Changelog:
- Draw calls are now in rendering function of a scene
    - This is to allow flexibility on how a scene is rendered
- Modify level scene to render level using RenderTexture
    - This is to prepare for camera implementation later
- CloseWindow is called after all de-init functions is called
2023-05-07 16:25:03 +08:00
En Yi dc760bf8db Attempt to apply code style consitency
Squashed commit of the following:

commit 249fb96c63f68913ef632b8d1006e8a2d1c1b6d3
Author: En Yi <en.yi@tutanota.com>
Date:   Sat Apr 15 22:51:08 2023 +0800

    Ensure 120 column width limit

    Changelog:
    - this is just to avoid overly long line of code

commit 4b1ffa8fc89f17418de15f5fc3f0e73040f1d40c
Author: En Yi <en.yi@tutanota.com>
Date:   Sat Apr 15 20:05:07 2023 +0800

    Ensure style consistency in For loop

commit dcb41960407224592f78278313e97c2cc4bf66a5
Author: En Yi <en.yi@tutanota.com>
Date:   Sat Apr 15 17:26:20 2023 +0800

    Ensure consistency in code style

    Internal Changelog:
    - Use char* var instead of char *var. Preference
2023-04-15 22:52:38 +08:00
En Yi ac6d93565b Add Sprite Component
Changelog:
- Move Sprite struct into components
- Add asset field in engine
- Update scene test code to add engine for assets
    - This fixes the crash when q is pressed
- Add sprite component to player
- Update render function to draw the sprite
2023-03-13 21:12:37 +08:00
En Yi 0b342bb9be Implement Crates
Changelog:
- Add new component: container
- Add function to spawn a crate
- Refactor player spawning into level scene init
- Modify tile collision to work on bbox components
- Add actions to switch entity to spawn
- Update spawn system to spawn a crate
2023-01-10 21:24:50 +08:00
En Yi 85915d363c Refactor movement states
Changelog:
- Refactor ground and water state as a separate component
- Refactor upthrust and gravity calc. as a separate system targetting
  the new component
- General modification to use the new component
2023-01-09 21:00:30 +08:00
En Yi 1ba786a91e Re-add back TileComponent
Changelog:
- Remember the purpose of this component, which is to assist
  updating which tiles is containing the entity
2023-01-03 19:41:07 +08:00
En Yi b5da3f216c Implement anchoring for bbox shifting
Changelog:
- Add function to calculate offset needed to maintain anchor when
  changing bbox size
- Simplify down bbox changing for player
- Some minor fix from last commit
2022-12-28 17:36:07 +08:00
En Yi 64466128bc Implement water tiles and movement
Changelog:
- Adjust Gravity and movement accelaration
- Replace friction with acceleration instead of fractions of velocity
- Add upthrust in water
- Cut movement acceleration in water
2022-12-27 13:16:05 +08:00
En Yi 68586cd1d2 Add crouching to player
Changelog:
- Add player state component to keep track of crouching
- Add crouch key handling
- Crouch mechanics:
  - Reduce vertical bbox, slightly stretch horizontally
  - Offset position to be on ground
  - Reverse for un-crouching
  - Can jump out of a crouch, reverting the bbox
  - Dont allow un-crouch if there is something overhead (maybe should
    check directly overhead, instead of a full overhead?)
  - Above also apply for jump out of crouch
2022-12-21 23:40:10 +08:00
En Yi a4f4e2b170 Properly implement jump system
Changelog:
- Add Jump component
- Implement single jump and short hop
2022-12-17 15:45:41 +08:00
En Yi aa2125c8f6 Improve board-phase collision
Changelog:
- Rework tile movement update logic to be general
- Increase tilemap and player size for testing
2022-12-15 22:46:25 +08:00
En Yi 03b602de40 Implement broad-phase collision system
Changelog:
- Implement grid system
- Update screen bounce scene test
- Add grid movement update system
- Add component to track occupied grid tiles
2022-12-15 16:24:13 +08:00
En Yi 905f0d70a6 Small optimisation for key handling
Changelog:
- Use a single queue to handle pressed keys
- Remove unused printf for key presses
2022-12-13 00:10:40 +08:00
En Yi 3e6a53b097 Fix incorrect player input processing
Changelog:
- Store player dir input in LevelScene Data instead of pointer,
  to avoid use-after-free (non-fatal as mempool is used, but can cause
  unintended behaviour)
- Only process player movement in system update. This is done in the
  movement update system
- Normalise before apply acceleration, duh
2022-12-12 20:29:51 +08:00
En Yi 3a99dafcd4 Implement key controls to scene
Changelog:
- Add double buffer to handle key presses and release
- Add more actions
- Update action mapping of level scene
- Implement action function for level scene
- Remove action queue for Scene struct. This is handled by raylib
  and the game engine
- Update scene struct with action function field
2022-12-11 14:32:26 +08:00
En Yi b05dfe6fde Improve scene testing
Internal Changelog:
- Implement scene boundary bounce system (subject to change)
- Add tilemap in preparation for collision system
- Allow early exit of scene testing
2022-12-11 10:34:06 +08:00
En Yi b392e462b7 Implement test scene
Internal Changelog:
- Update BBox component to use Vector2
- Add new CTransform component
- Implement level scene movement system and render system
- Implement scene test procedure
2022-12-05 12:20:00 +08:00
En Yi 6c03078db9 Implement Scene and Level Scene
Changelog:
- Add actions and assets headers, not implemented and not used
- move original main to entManager_test
- Add proper main to create window and display nothing
- Implement scene base class and level scene
- Add a simple level scene test
- Update CMakeLists to compile main and tests
2022-12-03 13:46:24 +08:00