Commit Graph

29 Commits (63930fbe7d753f636a0c626dc71c4dc73f1ca295)

Author SHA1 Message Date
En Yi 63930fbe7d Update hitbox-hurtbox system
Changelog:
- Use atk and def values to determine whether a hitbox destroys a
  hurtbox
2023-06-17 13:08:07 +08:00
En Yi fc2001e428 Add system to destroy one-way tile with boulder 2023-06-17 11:50:23 +08:00
En Yi 21dafd1b6d Add kinematic mode to movement
Changelog:
- Kinematic mode ignores accelerations, that's all
- Update moveable to use kinematic mode and set accel & velocity to zero
  when entering gridmove mode
2023-06-16 16:28:19 +08:00
En Yi 6005d3f490 Allow boulder to gridmove after a gridmove 2023-06-16 09:37:10 +08:00
En Yi a63daa2f81 Adjust movement to be a little 'responsive' 2023-06-16 09:17:35 +08:00
En Yi efa0035351 Add a point check for moveables before gridmoving 2023-06-16 08:55:58 +08:00
En Yi 371e6fcbdf Add delay to global external forces for entities
Changelog:
- Apply delay to crates and boulder
2023-06-14 21:00:14 +08:00
En Yi a1101cd951 Add player respawn system 2023-06-14 20:36:50 +08:00
En Yi 9e60d0fb89 Improve crushing logic
Changelog:
- Do edge checking in both direction on each axis. If either axis has a
  collision on both directions, crush the player
2023-06-14 20:29:23 +08:00
En Yi ae67ba4710 Improve ladder mechanics
Changelog:
- Ladder transition occurs only at falling
- Add tile snapping when going up and down
- Going down ladder from ground state no longer shift player's y
  position significantly
2023-06-14 19:09:24 +08:00
En Yi 7ce3894c79 Fix regression in collision system
Changelog:
- Revert tile collision checking to extend one pixel out rightwards
  and downwards
- Fix off-by-one error in complete overlap handling
- Remove check for empty space before moving as it causes more issue
  than solving them.
2023-06-06 22:07:30 +08:00
En Yi bab18dd5e9 Prevent crush by wooden crates
Changelog:
- collision check return status for:
    0 - no collision
    1 - non-fragile collision
    2 - fragile collision
- Update crushing function
2023-06-05 22:21:48 +08:00
En Yi 57cb3ef07a Improve collision system
Changelog:
- Add handling for complete overlap
    - It will attempt to move into an empty space near the checked
      entity. If no free space, it will move up. Ripe for exploit!
- Move boundary collision check into movement update
- AABB check now returns overlap mode:
    - 0: no overlap
    - 1: partial overlap
    - 2: complete overlap
2023-06-05 21:56:57 +08:00
En Yi 023536f7c0 Update collision system
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
2023-06-05 17:40:56 +08:00
En Yi aae8811cc1 Add movement to boulder for grid movement 2023-06-05 15:11:06 +08:00
En Yi c84ef5d5ee Update moveable movement system
Changelog:
- Before entering grid movement, check if any solid entities exist.
    - This allow rolling over the player, who is not solid
2023-06-05 13:40:19 +08:00
En Yi 8bc14b17b1 Add boulder-boulder interaction when landing
Changelog:
- Add previous velocity in ctransform component
- Add functions to check if a boulder can move left or right when
  landing on a boulder
- Adjust system execution order
2023-06-04 23:51:02 +08:00
En Yi 0d58ffd79a Tweak tile collision function logic
Changelog:
- Remove check for same tag, seems to be the cause for unaligned crates
- Remove dead code: collision event collection
    - Will rethink this if necessary
2023-06-04 14:54:53 +08:00
En Yi 0e94e64a6a Add solid entity check to boulder movement
Changelog:
- Prevent Boulder going into grid movement if there is an entity in
  the movement when pushed
2023-06-04 14:28:08 +08:00
En Yi 20ec3f6395 Improve on the boulder pushing mechan
Changelog:
- Implement point to AABB check function
- Change moveable check to use point-AABB check
- Allow boulder pushing from standing still
2023-06-03 14:01:10 +08:00
En Yi 62dc51d45e Implement simple systems for pushing boulder 2023-05-30 21:32:04 +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 332fe33e8e Prevent crashing when no sprites is supplied 2023-05-27 17:01:20 +08:00
En Yi 937f63b0ca Add pause feature on sprite animation
Ladder animation now pauses on no movement
2023-05-24 21:54:59 +08:00
En Yi bc7f9ef777 Add manager field to an entity
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.
2023-05-23 21:00:23 +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 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 3580209f71 Refactor out implementation of Player Entity 2023-05-16 21:55:59 +08:00
En Yi 7b3685b792 Refactor for better separation of concern
Changelog:
- Separate out engine-specific stuff vs game-specific stuff
2023-05-16 21:09:38 +08:00