Changelog:
- Fix error in urchin spawning in main game
- Reduce urchin's collision box
- Adjust crate destruction:
- Delay with arrows and bombs, instant with anything else
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
Position is so commonly used that placing it into Entity from the
CTransform components reduces the reference to CTransform.
Void Particle proved that it made development much easier.
Internal Changelog:
- Delay zeroing velocity on edge check to after hitbox update
- Update player velocity on hitting a crate explicitly
- This is due to the zeroing velocity changes above
- This essentially allow 'phasing' through chest but not wooden
crates
- Render crates using material instead of fragile flag
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:
- Update player bbox update
- Update hitbox update system to account for player
- Reduce explosion size to allow better chaining behaviour
- Reduce lifetime of destroyed crates
Changelog:
- Add Lifetimer and remove hurtbox on hit
- Still insta-remove on player hit
- Fix adding a component to an entity that already has that component
- Reorder lifetimer update system
Changelog:
- Add function spawn arrow
- Update game system to handle null components
- enough for the arrow to work
- Render arrow, sort of
- Initial implementation, definitely need more work
Since an entity is essentially tied to a manager, put it as a field in
Entity. This means no need to pass entity manager when getting a
component, which is more intuitive.