Changelog:
- Refactor the EC header files to put struct in more sensible locations:
- Sprite and Particle Emitter + Configs are now assets, as they
should be
- Components type are now unsigned int, thus it is not sensitive to
any component enums
- Components enums are now pure index store. There are two sets of
components: Basic for engine use, Extended for game-specific ones
- Component memory pools are now defined on outside of engine. Majority
of the components will be game-specific, so it should be on the game
to define the components and the mempools for all of them.
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 in rres
- Split rres header only into two files. Easier to deal with. Sorry
Raysan...
- Add function to load assets from rres chunk
- Add function to load player sprite info from rres chunk
- Test loading rres in scene test
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:
- water runner needs ctransform + ctilecoord at least to be in the tile
update system
- Update the tilemap update system as well
- Update rendering function for water runner
- Update water runner creation to handle failure to create
- Add a tag for water runner (pending proper tag)
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