aboutsummaryrefslogtreecommitdiff
path: root/src/Game/Entities.hs
AgeCommit message (Collapse)Author
2024-05-17formattingHEADmainJuan J. Martinez
2023-08-24Use dot notationJuan J. Martinez
2023-05-23Deadly blocks kill the playerJuan J. Martinez
Implemented "auto-checkpoints" based on where the player lands after a jump.
2023-05-23Add deadly tiles in the blocked layerJuan J. Martinez
Currently supported by enemies.
2023-05-16Change stage using a simple transitionJuan J. Martinez
2023-05-16Use play state instead of level complete, that includes game overJuan J. Martinez
2023-04-25Added "tracker" enemyJuan J. Martinez
2023-04-19Added "runner" enemyJuan J. Martinez
2023-04-17Added new shooter enemyJuan J. Martinez
2023-03-26Support entities facing leftJuan J. Martinez
Perhaps it would be better to support "custom properties" in tiled, but this is OK for now.
2023-03-21Introduce a set propertyJuan J. Martinez
Stopped abusing the direction property!
2023-03-21Player transition into the stageJuan J. Martinez
2023-03-11Exit transitionJuan J. Martinez
2023-03-11Add the exit it is drawn before any other entityJuan J. Martinez
2023-03-10Change stageJuan J. Martinez
2023-03-09Exit placement on the last batteryJuan J. Martinez
2023-03-09Exit stage WIPJuan J. Martinez
2023-03-02Even less IORefJuan J. Martinez
Also reviewed comments and made the action to add effects more general.
2023-03-02Clarified commentsJuan J. Martinez
2023-03-01Untangle state changes into actionsJuan J. Martinez
WIP: still unclear if we really need the IORefs!
2023-03-01Scroll using SDL's viewportJuan J. Martinez
Horizontal needs testing.
2023-02-26Set the frame to 0Juan J. Martinez
The "Dying" set has only one frame.
2023-02-26Revisited the game over sequenceJuan J. Martinez
2023-02-25Use voidJuan J. Martinez
2023-02-24Cleaned passing the collision detection function to the entitiesJuan J. Martinez
2023-02-21New Robot enemy.Juan J. Martinez
2023-02-20Split entities in modules.Juan J. Martinez
2023-02-19Make enemies wiggle when the unfreezeJuan J. Martinez
2023-02-19A bit cleanerJuan J. Martinez
2023-02-18Longer delayJuan J. Martinez
2023-02-18Slimes hit enemiesJuan J. Martinez
2023-02-18Slightly more readableJuan J. Martinez
2023-02-17Added fixed pattern enemy (slimes)Juan J. Martinez
2023-02-16Adjusted map collisionJuan J. Martinez
2023-02-15Game state, HUD, ... WIPJuan J. Martinez
Exploring ideas.
2023-02-14Refined collision detection player vs entityJuan J. Martinez
2023-02-14Adjusted collision, draw player lastJuan J. Martinez
2023-02-13Experiment with entity vs player collisionJuan J. Martinez
2023-02-13Refined collisionJuan J. Martinez
2023-02-13Pickups WIPJuan J. Martinez
TODO: collision
2023-02-10Moved the entity spawn to Entity moduleJuan J. Martinez
2023-02-09Spawn objectsJuan J. Martinez
For now only the Player.
2023-02-08Use NoFieldSelectorsJuan J. Martinez
2023-02-07No need to apply gravity, only pretend we fall through the platformJuan J. Martinez
2023-02-07Using OverloadedRecordDotJuan J. Martinez
2023-02-07Implemented "Coyote time" to make jumping easierJuan J. Martinez
2023-02-06Wrap entities operations on a typeJuan J. Martinez
2023-02-05Swpan new entitiesJuan 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.
2023-02-05Gravity adjustmentsJuan J. Martinez
2023-02-05Keep the jumping frame when hitting the floorJuan J. Martinez