Internal Changelog:
- Remove spawn position for entity
- Not used. If spawning is needed, use a spawning entity
- Put in state machine callback function
- Player spawning system is part of callback function
- Remove player spawning system
- Incorporate state transition in systems
Internal Changelog:
- A scene now has a maximum amount of render texture. It is to be
rendered in order of the array by the engine.
- A scene now needs an explicit render system to draw onto the render
textures. The scene will also init the number of render layers
needed.
- The change is to allow more separate of concerns when it comes to
rendering. A scene can also now compartmentalise the rendered items,
which hopefully make understanding the code easier.
- Update all exisiting code to use the new render system.
Internal Changelog:
- chest entity: Basically crates, but high def, and fragile
- Add new spawn type for chest
- Add atk modifier for player->chest
- Make crate non-fragile
- Ignore chest for collision check and move with player
Changelog:
- Refactor function to change a tile type
- Destroy entities without bbox when OOB
- Add hitbox collision checking with tiles
- Add defense point on tiles
Changelog:
- Spike collision is now checked against all bboxes
- Non player will destroy it
- Add moveable flag for each tile to determine whether a boulder can
move into it
Changelog:
- Update collision functions to omit entity_manager
- Change tile entity set to use map 64v to store entity pointer
- For complete overlap, return the smaller magnitude
- Still incorrect though
- Add a check for empty space before moving the entity during collision
check
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