Age | Commit message (Collapse) | Author | |
---|---|---|---|
2024-05-17 | formattingHEADmain | Juan J. Martinez | |
2023-08-24 | Use dot notation | Juan J. Martinez | |
2023-05-23 | Deadly blocks kill the player | Juan J. Martinez | |
Implemented "auto-checkpoints" based on where the player lands after a jump. | |||
2023-05-23 | Add deadly tiles in the blocked layer | Juan J. Martinez | |
Currently supported by enemies. | |||
2023-05-16 | Change stage using a simple transition | Juan J. Martinez | |
2023-05-16 | Use play state instead of level complete, that includes game over | Juan J. Martinez | |
2023-04-25 | Added "tracker" enemy | Juan J. Martinez | |
2023-04-19 | Added "runner" enemy | Juan J. Martinez | |
2023-04-17 | Added new shooter enemy | Juan J. Martinez | |
2023-03-26 | Support entities facing left | Juan J. Martinez | |
Perhaps it would be better to support "custom properties" in tiled, but this is OK for now. | |||
2023-03-21 | Introduce a set property | Juan J. Martinez | |
Stopped abusing the direction property! | |||
2023-03-21 | Player transition into the stage | Juan J. Martinez | |
2023-03-11 | Exit transition | Juan J. Martinez | |
2023-03-11 | Add the exit it is drawn before any other entity | Juan J. Martinez | |
2023-03-10 | Change stage | Juan J. Martinez | |
2023-03-09 | Exit placement on the last battery | Juan J. Martinez | |
2023-03-09 | Exit stage WIP | Juan J. Martinez | |
2023-03-02 | Even less IORef | Juan J. Martinez | |
Also reviewed comments and made the action to add effects more general. | |||
2023-03-02 | Clarified comments | Juan J. Martinez | |
2023-03-01 | Untangle state changes into actions | Juan J. Martinez | |
WIP: still unclear if we really need the IORefs! | |||
2023-03-01 | Scroll using SDL's viewport | Juan J. Martinez | |
Horizontal needs testing. | |||
2023-02-26 | Set the frame to 0 | Juan J. Martinez | |
The "Dying" set has only one frame. | |||
2023-02-26 | Revisited the game over sequence | Juan J. Martinez | |
2023-02-25 | Use void | Juan J. Martinez | |
2023-02-24 | Cleaned passing the collision detection function to the entities | Juan J. Martinez | |
2023-02-21 | New Robot enemy. | Juan J. Martinez | |
2023-02-20 | Split entities in modules. | Juan J. Martinez | |
2023-02-19 | Make enemies wiggle when the unfreeze | Juan J. Martinez | |
2023-02-19 | A bit cleaner | Juan J. Martinez | |
2023-02-18 | Longer delay | Juan J. Martinez | |
2023-02-18 | Slimes hit enemies | Juan J. Martinez | |
2023-02-18 | Slightly more readable | Juan J. Martinez | |
2023-02-17 | Added fixed pattern enemy (slimes) | Juan J. Martinez | |
2023-02-16 | Adjusted map collision | Juan J. Martinez | |
2023-02-15 | Game state, HUD, ... WIP | Juan J. Martinez | |
Exploring ideas. | |||
2023-02-14 | Refined collision detection player vs entity | Juan J. Martinez | |
2023-02-14 | Adjusted collision, draw player last | Juan J. Martinez | |
2023-02-13 | Experiment with entity vs player collision | Juan J. Martinez | |
2023-02-13 | Refined collision | Juan J. Martinez | |
2023-02-13 | Pickups WIP | Juan J. Martinez | |
TODO: collision | |||
2023-02-10 | Moved the entity spawn to Entity module | Juan J. Martinez | |
2023-02-09 | Spawn objects | Juan J. Martinez | |
For now only the Player. | |||
2023-02-08 | Use NoFieldSelectors | Juan J. Martinez | |
2023-02-07 | No need to apply gravity, only pretend we fall through the platform | Juan J. Martinez | |
2023-02-07 | Using OverloadedRecordDot | Juan J. Martinez | |
2023-02-07 | Implemented "Coyote time" to make jumping easier | Juan J. Martinez | |
2023-02-06 | Wrap entities operations on a type | Juan J. Martinez | |
2023-02-05 | Swpan new entities | Juan J. Martinez | |
- Each entity can generate a list of "spawns" (add a new entity) - Added a "dust" effect to the jump WIP TODO: probably wrap the entity list in a type so we don't need to pass the spritesheet to the update function. | |||
2023-02-05 | Gravity adjustments | Juan J. Martinez | |
2023-02-05 | Keep the jumping frame when hitting the floor | Juan J. Martinez | |