Changelog:
- Fix crouch not holding when ceiling is too low for uncrouch
- This is due to a removal of the check for low ceiling. However,
the current state of the crouch action needs to be stored.
So, use second bit of the is_crouch for this in player state.
- Remove bit fields in player state. Optimise later if need be
- Draw entities over tiles, and gridlines over entities
- This is to prevent water covering the entities
- rework this in the future maybe
Changelog:
- Add solid field in bbox component
- Ground check now checks for solid entities
- Reset acceleration after movement update
- Crates are considered solid
- Print info on spawning entities and spawned entities
Changelog:
- Add new component: container
- Add function to spawn a crate
- Refactor player spawning into level scene init
- Modify tile collision to work on bbox components
- Add actions to switch entity to spawn
- Update spawn system to spawn a crate
Changelog:
- Refactor ground and water state as a separate component
- Refactor upthrust and gravity calc. as a separate system targetting
the new component
- General modification to use the new component
Changelog:
- Move ground and water states into CTransform
- Update state in movement update system
- Use 2 bits to check state transition for water and ground
Changelog:
- Map space to jumping
- Allow jumps in water but lowered speed and with cooldown
- Update out<->in water transition logic and jumps handling
- Out->in water: if player center is in water
- In->out water: if player bbox is not in water
- Apply upthrust conditionally in water
Changelog:
- Make bbox handling a separate system
- Simplify crouch handling
- Remove grid update system as it is not useful
- As there is too many factors influencing the grid positioning,
it is not useful to pre-store the grids to check, might as
well compute it during checks
- Remove tilecoords component
Changelog:
- Adjust Gravity and movement accelaration
- Replace friction with acceleration instead of fractions of velocity
- Add upthrust in water
- Cut movement acceleration in water
Changelog:
- Add player state component to keep track of crouching
- Add crouch key handling
- Crouch mechanics:
- Reduce vertical bbox, slightly stretch horizontally
- Offset position to be on ground
- Reverse for un-crouching
- Can jump out of a crouch, reverting the bbox
- Dont allow un-crouch if there is something overhead (maybe should
check directly overhead, instead of a full overhead?)
- Above also apply for jump out of crouch
Internal Changelog:
- Update BBox component to use Vector2
- Add new CTransform component
- Implement level scene movement system and render system
- Implement scene test procedure