Commit Graph

23 Commits (b5790ef00bab75b4b37890ad0aa61b3943d848fd)

Author SHA1 Message Date
En Yi bb4a9a8f3c Improve crushing response
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
2023-06-22 22:19:39 +08:00
En Yi 451b241460 Correct AABB tests
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
2023-06-21 22:11:32 +08:00
En Yi 4b91ab5667 Integrate line check into edge check function
Internal Changelog:
- Weird issue when using the new AABB functions, revert the off-by-one
  fix
2023-06-21 21:13:02 +08:00
En Yi 7767b38221 Add line-AABB collision check function 2023-06-20 22:23:32 +08:00
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 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 d455cbc6b9 Add test for AABB collision functions
Internal Changelog:
- Fix some off-by-one errors
2023-06-16 15:18:03 +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 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 99112e3a7c Add better handling for complete AABB overlap 2023-06-05 20:05:20 +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 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 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 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 937f63b0ca Add pause feature on sprite animation
Ladder animation now pauses on no movement
2023-05-24 21:54:59 +08:00
En Yi b1a6430eb7 Add horizontal flip to sprites 2023-05-23 21:33:05 +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 e1a7774bfb Replace component data struct to use array
This will use more memory from the get go. I just prefer to statically
allocate memory.
2023-05-22 21:00:50 +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 57c9eb0216 Fix incorrect usage of s64 map
Changelog:
- Turns out, the map doesnt make a copy of the string for storage.
  Therefore, need to store the name somewhere before inserting into
  the map.
- Add struct for each assets to retain the name.
- Update assets functions to maintain interface
2023-05-20 16:09:00 +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