En Yi
e85dc42f3e
Make water look slightly better in editor
...
- Render water in a separate layer
- Reorder editor layers
2025-09-02 20:54:58 +08:00
En Yi
007211cee8
Tweak sandbox bbox rendering
2025-09-01 20:53:15 +08:00
En Yi
d8e71caed4
Add water surface animated sprite to editor
2025-09-01 11:09:16 +08:00
En Yi
2946921edc
Add static water surface
2025-08-31 20:44:59 +08:00
En Yi
1b5ab63ed6
Update 4th tileset
2025-08-02 22:15:39 +08:00
En Yi
ee65e3c974
Extend the render queue to tilemap
...
This is only applied to the main game
2024-12-21 16:53:47 +08:00
En Yi
e24bb382f9
Update editor rendering function
2024-12-21 15:36:58 +08:00
En Yi
04d928c97f
Add a rendering queue for sprite
...
Only applies for editor scene as a test
2024-12-21 14:37:18 +08:00
En Yi
db8849a7de
Add urchin particles and update menus
2024-10-05 20:22:16 +08:00
En Yi
e52c9445c9
Fix crash when player finish a level
...
This happens because the player exit entity is removed without checking
with the tilemap, causing it to linger
2024-10-05 19:07:55 +08:00
En Yi
8efa3015ad
Update urchin hitbox and bbox
...
This is so that wooden can be destroyed by urchin. Urchin can still be
crushed by a wooden crate though.
2024-09-30 22:47:27 +08:00
En Yi
2ee1e38094
Remove unneeded code
2024-09-26 23:02:27 +08:00
En Yi
9854654d61
Slightly resize UI for spawning urchin
2024-09-26 20:46:58 +08:00
En Yi
ce0ca96c67
Allow value snapping for urchin spawn velocity
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Also, update the UI
2024-09-24 22:30:17 +08:00
En Yi
b275caf795
Add spawning urchin in editor
2024-09-23 21:55:06 +08:00
En Yi
4abe996640
Add urchin enemy
...
Changelog:
- Ctransform component now has a bounce coeffcient which determines
velocity reflection on contact.
2024-09-08 23:05:12 +08:00
En Yi
41585f6938
Simplify edge velocity check
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Internal Changelog:
- Use tile collision to determine which side has collided and perform
the velocity zeroing, instead of separating out.
2024-09-02 21:58:11 +08:00
En Yi
c8059300ac
Fix freecam bug on game restart
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Changelog:
- Lock player if freecam is active
2024-08-27 16:02:55 +08:00
En Yi
10d48c1d70
Allow optional inits for scene
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Particle system and entity management are now optional during scene
init.
2024-08-24 14:42:11 +08:00
En Yi
03a4240c6d
Simplify and unify level restarting
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Changelog:
- Add function to clear all game entities
- This functions is called in both editor and main game
2024-08-24 00:25:33 +08:00
En Yi
2fe3faf08f
Update exit rendering
2024-08-24 00:23:17 +08:00
En Yi
f208964e7f
Fix rendering for finishing the level
2024-08-20 14:03:59 +08:00
En Yi
e37e89505a
Experiment with timer-based transition
2024-08-19 14:24:22 +08:00
En Yi
019f39f84c
Implement basic level state management
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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
2024-08-19 11:55:48 +08:00
En Yi
f6f6d54ecf
Put back the air meter
...
Render it on the game canvas layer
2024-08-17 20:37:20 +08:00
En Yi
c20401c457
Rework free camera toggling behaviour for editor
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Changelog:
- Reorder render layers
- Seperate out player related actions from others
- Add indication for free camera mode
2024-08-17 16:59:50 +08:00
En Yi
acb1b7858c
Add lookahead feature into main game
2024-08-17 14:59:17 +08:00
En Yi
90bbad09ae
Add free-movement to camera in editor scene
2024-08-17 14:49:51 +08:00
En Yi
9fdb8296ff
Add key to toggle player movement
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This key will be used for looking ahead
2024-08-17 13:58:06 +08:00
En Yi
e762f62f40
Decouple player dead and respawn system
2024-08-15 11:55:22 +08:00
En Yi
65b04523ce
Update game rendering
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Internal Changelog:
- Port editor scene rendering improvements
- Make game scene ~640x480 for testing
2024-08-12 16:06:36 +08:00
En Yi
5d1784dad8
Attempt to fix BG scrolling
2024-08-10 17:45:09 +08:00
En Yi
2c908ffd46
Update rendering for editor scene
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Internal Changelog:
- Add background
- Update grid and bbox drawing
2024-08-10 17:21:10 +08:00
En Yi
4a54bfe84f
Incorporate anchor point in player sprite info
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Changelog:
- src anchorpoint is also an enum. The offset needs to be computed
dynamically due to flip_x
- Re-add back the offset field.
- Add symbol parsing for anchor point.
2024-08-06 21:36:17 +08:00
En Yi
1215746e05
Add x-flipping for anchoring
2024-08-06 20:36:23 +08:00
En Yi
657110a66d
Implement sprite rendering anchor
2024-08-05 21:50:01 +08:00
En Yi
b158bee1e8
Remove unused ActionResult
...
There is only one focused scene at a time as part of the design
limitation. Thus, it is no longer needed
2024-07-01 20:48:48 +08:00
En Yi
0653cbd0a2
Continue plan data struct for scene management
2024-06-20 21:41:14 +08:00
En Yi
8765500606
Add button to toggle solid tilemap
2024-05-11 15:53:39 +08:00
En Yi
7b4af0b513
Add tilemap rendering from sprite
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Internal Changelog:
- Add a mapping from connectivity to tile to render
- Add new field for static tilemap sprite
2024-05-09 21:07:15 +08:00
En Yi
d7113d42fe
Add neighbour solid counts
...
This is preparing for the tile sprites rework
2024-05-06 22:04:53 +08:00
En Yi
0f09a7b2bd
Remove obsolete render function field
2024-05-04 20:40:15 +08:00
En Yi
251360ca3e
Fix instructions not rendering correctly
2024-05-04 19:29:43 +08:00
En Yi
21e37a328e
Update editor rendering to use texture dimensions
2024-05-04 19:25:47 +08:00
En Yi
bef2ee2813
Expose initial window size to scene
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This is so that each scene does not need to hardcode render layer size
2024-05-04 18:28:53 +08:00
En Yi
75d019aa34
Rework rendering to allow multi-layer render
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Internal Changelog:
- A scene now has a maximum amount of render texture. It is to be
rendered in order of the array by the engine.
- A scene now needs an explicit render system to draw onto the render
textures. The scene will also init the number of render layers
needed.
- The change is to allow more separate of concerns when it comes to
rendering. A scene can also now compartmentalise the rendered items,
which hopefully make understanding the code easier.
- Update all exisiting code to use the new render system.
2024-05-04 17:57:07 +08:00
En Yi
0d4089d9ce
Tweak scene render function
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Delegate BeginDrawing and EndDrawing to individual scenes
2024-05-01 19:56:10 +08:00
En Yi
754d380221
Integrate mouse action into input process
2024-04-25 21:46:53 +08:00
En Yi
0fb1fe27de
Display time scaling in sandbox
2024-04-24 22:15:52 +08:00
En Yi
0a6e7b4ddc
Add delta time handling
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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
2024-04-23 22:44:52 +08:00