Changelog:
- Move tilemap update to be at the start
- This is to account for new entities being created
- The post tile collision is not used for now
- Change auto-crouch collision check to check for entities as well
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:
- Refactor function to change a tile type
- Destroy entities without bbox when OOB
- Add hitbox collision checking with tiles
- Add defense point on tiles
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:
- Add row below game scene to select spawning entity
- Add mouse release logic to select spawning entity
- Update render order for tile
- order: 'moveable' -> tile -> water level
Changelog:
- Spike collision is now checked against all bboxes
- Non player will destroy it
- Add moveable flag for each tile to determine whether a boulder can
move into it
Changelog:
- Fix incomplete line-AABB collision check
- Add line-AABB check for grid
- Change len_reduction to 0
- Set tiles to check once during edge checking
Changelog:
- Figure out why the previous AABB behaviour was correct: continuum
[0, 5) does not collide with [5, 10)
For tile check however, need to subtract one to avoid extra tile
check. Exception is the tile collision
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:
- 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
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.
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