Commit Graph

20 Commits (613d5642cc079d91fc8c82c5d077b99a7f5f7d67)

Author SHA1 Message Date
En Yi 4abe996640 Add urchin enemy
Changelog:
- Ctransform component now has a bounce coeffcient which determines
  velocity reflection on contact.
2024-09-08 23:05:12 +08:00
En Yi 2be80ea6bf Add sprites for player finishing the stage
Also add cave exit sprite

They are all placeholder for now.
2024-08-20 14:03:41 +08:00
En Yi 056b50c431 Separate out component memory pools definition
Changelog:
- Refactor the EC header files to put struct in more sensible locations:
    - Sprite and Particle Emitter + Configs are now assets, as they
      should be
    - Components type are now unsigned int, thus it is not sensitive to
      any component enums
    - Components enums are now pure index store. There are two sets of
      components: Basic for engine use, Extended for game-specific ones
- Component memory pools are now defined on outside of engine. Majority
  of the components will be game-specific, so it should be on the game
  to define the components and the mempools for all of them.
2024-08-19 18:26:08 +08:00
En Yi ffc890240b Remove asset argument from entity creation 2023-11-11 12:18:45 +08:00
En Yi e318c65135 Add some more sfx 2023-10-10 21:57:45 +08:00
En Yi ce8284ab39 Implement level ending
Internal Changelog:
- Activate on collected chest == all chest
- Add spawning level end entity
- Level ending in sandbox will just reset the scene
2023-09-25 22:04:13 +08:00
En Yi e1a0c6e4e0 Implement Chest Entity
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
2023-09-21 21:48:32 +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 62ecd3c0fa Create simple dead player respawn system
Changelog:
- Add player dead sprite
- Add function to create dead player entity
    - It is easier to create a new entity than to transform an existing
      one
- Update existing respawn system
2023-08-16 23:45:34 +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 b52b662da9 Add water runner entity into game loop
Changelog:
- water runner needs ctransform + ctilecoord at least to be in the tile
  update system
    - Update the tilemap update system as well
- Update rendering function for water runner
- Update water runner creation to handle failure to create
- Add a tag for water runner (pending proper tag)
2023-07-19 11:15:34 +08:00
En Yi ab582e723c Implement bomb's explosion 2023-07-02 21:52:19 +08:00
En Yi a4900a001b Add bomb crates
Changelog:
- Crates can spawn bombs
- bombs does nothing now
2023-07-02 20:37:16 +08:00
En Yi b578dd95f7 Add arrow spawning from crates
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
2023-06-27 22:11:14 +08:00
En Yi b5f026c96b Refactor Entity Tag out of EC
Tags are game-specific things. So, move out of EC
2023-05-29 21:41:17 +08:00
En Yi 29c9b4eec7 Add boulder entity and moveable component 2023-05-29 21:36:06 +08:00
En Yi 4478a512a3 Combine Component, Entity + Manager headers
It has reached a point where it is much easier to combine these three
than to separate them.
2023-05-23 20:37:55 +08:00
En Yi b0e1d33ad6 Implement player sprite info loading from file 2023-05-22 20:33:48 +08:00
En Yi e9d9ffff20 Refactor implementation of Crate Entity 2023-05-16 22:14:54 +08:00
En Yi 3580209f71 Refactor out implementation of Player Entity 2023-05-16 21:55:59 +08:00