Changelog:
- Add entity draw culling
- Tweak culling range
- Remove unnecessary draws for game scene, those are debug anyways
- Reorder draw in game scene for entity
Changelog:
- Add air timer component
- Update movement component to keep track of x direction
- This indicate the facing direction
- Implement air timer update system
- Add air timer component to player
- Render player's air timer
Internal Changelog:
- Delay zeroing velocity on edge check to after hitbox update
- Update player velocity on hitting a crate explicitly
- This is due to the zeroing velocity changes above
- This essentially allow 'phasing' through chest but not wooden
crates
- Render crates using material instead of fragile flag
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
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
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:
- 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