Internal Changelog:
- Add a new field to store frames per row for a sprite
- Update sprite drawing function to bound check
- Update assets loader to look for the new field
- Refactor adding a sprite function to reduce repetition
- Update all main programs
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:
- 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
Change the function to check for collision at the specified point.
This is much straightforward to use.
The offset point to check must be computed before passing into the
function.
Remove redundant position argument for the straightforward collision
functions, as the entity would have it alread.
The collision offset check function is not as trivial and requires
some review
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:
- Remove speed requirment for platform destruction
- Platform check is now 1 px lower
- Allow sliding if platform is on the lower tile on the sides
Changelog:
- Air timer decays on point check instead of water state
- Bubbling is also starts with this point check
- This is so that it is consistent that bubbles == air going down