Age | Commit message (Collapse) | Author |
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- position corresponds to bottom left of block.
- makes it easy and predictable to design and place levels.
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- lt, rb -> lb, rt
- This makes a lot more sense.
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- Added ability to use spaces and tabs for formatting level files for
better readability.
- Fixed camera follow
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* Added new gameplay elements:
- invert gravity block
- teleporter
* updated level_format:
- added id for explicitly setting block id before hand
- added link_id for teleporter block
* added method to get_entity_by_id
* updated level loader to ignore `\t` and ` ` for readably file formatting
* setting raw_position dynamically by using entity_z MAP
* simplified goal collision checking
* updated level elements drawing
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- no longer need to specify number of level elements up front
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- automatically load the next level once goal is reached
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- Player can move a small amount in the air
- this makes the movement feel natural
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- Can add comments in a level file
- Player movement slightly improved
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Main code path is disabled until I get everything working correctly.
Also added tags to gitignore
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The camera now changes view after player moves beyond 80% of the screen
up or right AND beyond 20% of the screen left or bottom.
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This issue would sometimes occur when renderer was stack allocating
objects. It surprisingly did not occur when items are heap allocated.
I checked the stack locations and it seemed like values were looping
around or atleast overflowing
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- Created a timer struct with helper functions to clean things up
- Removed some redundant and duplicate variables
- Fixed the issue where if a player presses horizontal movement key,
even though we are colliding, the player will still move once it is not
colliding, even though they are not pressing a key.
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This prevents movement being very fast on high refresh rate displays
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- Collisions are checked for each side, to let us know how to proceed
- Equations of motion seem to work fine, except that they don't play
well with time_delta, and are framerate dependant.
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