Internal Changelog:
- Remove spawn position for entity
- Not used. If spawning is needed, use a spawning entity
- Put in state machine callback function
- Player spawning system is part of callback function
- Remove player spawning system
- Incorporate state transition in systems
Internal Changelog:
- Major change: all engine that does counting uses delta time instead of
frame counting
- Animation runs at 24 FPS
- Water fill is at a constant rate as well
- Particle update will need to be given delta time as well.
- Particle system is not updated to use float, so no delta time handling
for the system in this commit
Change the function to check for collision at the specified point.
This is much straightforward to use.
The offset point to check must be computed before passing into the
function.
Remove redundant position argument for the straightforward collision
functions, as the entity would have it alread.
The collision offset check function is not as trivial and requires
some review
Position is so commonly used that placing it into Entity from the
CTransform components reduces the reference to CTransform.
Void Particle proved that it made development much easier.
Internal Changelog:
- Remove speed requirment for platform destruction
- Platform check is now 1 px lower
- Allow sliding if platform is on the lower tile on the sides
Changelog:
- Air timer decays on point check instead of water state
- Bubbling is also starts with this point check
- This is so that it is consistent that bubbles == air going down
Changelog:
- Move sprite to emitter itself to allow better reusing emitter config
- Dedicate a function for destroying entity. This is helpful for dealing
with events that only occurs during entity destruction
Changelog:
- Each scene will have its own particle system to maintain
- Crate destruction now emits particles
- Draw particles during screen renders
- May want to make this configurable
- Should be in general scene render