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:
- Defer component updates as iterator invalidation can occur
- Add new struct for this + queue on entity manager
- Add new component: CLifeTimer
- Basically a timer to live for entity
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
Changelog:
- Kinematic mode ignores accelerations, that's all
- Update moveable to use kinematic mode and set accel & velocity to zero
when entering gridmove mode
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
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.
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