Commit graph

238 commits

Author SHA1 Message Date
Kazhnuz
0fecc3a431 chore(actors/gfx): rework the gfx system to use animationEnded callback 2019-09-07 21:00:35 +02:00
Kazhnuz
60390ed1a7 feat(assets/animator): send the callback when the animation end 2019-09-07 20:59:44 +02:00
Kazhnuz
e6f0315a8c feat(actors): listen to animationEnded callback from sprite clones
Fixes #38
2019-09-07 20:53:22 +02:00
Kazhnuz
76fb15f862 feat(assets/animator): handle sending callbacks when animation end 2019-09-07 20:52:20 +02:00
Kazhnuz
f61f529302 fix(assets/animator): make sure that pauseAtEnd works as intended
Fixes #37
2019-09-07 20:46:00 +02:00
Kazhnuz
3a696ee58c fix(boxes/textured): use the right texture name
Fixes #40
2019-09-07 20:40:03 +02:00
Kazhnuz
77670d8ec0 fix(boxes): make sure that invisible f3D boxes are really invisibles 2019-09-07 20:38:41 +02:00
Kazhnuz
b5059e848a fix(world): propagate maptype variables to the parent
Fixes #39
2019-09-07 20:36:06 +02:00
Kazhnuz
b167c45530 fix(world3D): use the right variable name for creationID
Fixes #36
2019-09-07 20:32:21 +02:00
Kazhnuz
ca721ec8ac feat(camera+map): add a way to add padding to map limits 2019-07-26 11:53:10 +02:00
Kazhnuz
9ea2d2ca40 feat(world): add a wrapper for maps new "getBox()" function 2019-07-26 11:43:54 +02:00
Kazhnuz
2da2ffd538 fix(game): replace love.filesystem.exists by utils.filesystem.exists 2019-07-24 15:24:06 +02:00
Kazhnuz
2e3fd587c0 chore: port every print to new debug mode 2019-07-24 11:21:32 +02:00
Kazhnuz
e068acbc7b feat: add a basic gamesystem modules 2019-07-24 10:43:22 +02:00
Kazhnuz
d8c0e62190 chore(world): extract map module from the world module
Fix #35
2019-07-22 22:38:19 +02:00
Kazhnuz
1a5abfeaac feat(world): add a 3D gfx object 2019-07-20 17:45:51 +02:00
Kazhnuz
2ef5c01f47 feat(boxes): add sti-mapped boxes 2019-07-20 17:10:58 +02:00
Kazhnuz
7d65359230 feat(boxes): add a way to make basic boxes invisible 2019-07-20 17:10:40 +02:00
Kazhnuz
3e26d9a769 fix(boxes): make sure that the textured boxes doesn't have lines 2019-07-20 17:09:57 +02:00
Kazhnuz
56c64baba5 fix(boxes): make textured boxes available 2019-07-20 16:54:14 +02:00
Kazhnuz
eb751807f4 fix(boxes): correctly load textured boxes' textures 2019-07-20 16:53:58 +02:00
Kazhnuz
c53e91a564 feat(world3D): add a way to adapt y position from tiled 2019-07-20 16:53:20 +02:00
Kazhnuz
27773ad8d6 fix(world): don't draw unused objectlayers 2019-07-20 10:25:25 +02:00
Kazhnuz
90d0892b7e feat(boxes): add a textured box 2019-07-19 18:48:42 +02:00
Kazhnuz
4e366051c4 improvement(boxes): only use one texture for boxes instead of two 2019-07-19 18:48:15 +02:00
Kazhnuz
c04d9f3ba1 feat(world3D): allow creating collision from their top side 2019-07-16 10:53:36 +02:00
Kazhnuz
932ec26283 improvement(boxes): don't export as a texture the shadow canvas
As now the canvas drawing isn't affected by the transform, it should be 
safe to not export it as a texture anymore.
2019-07-15 10:11:11 +02:00
Kazhnuz
79aff589b9 fix(camera): remove test reticule 2019-07-15 10:09:54 +02:00
Kazhnuz
2f7d313ab9 fix(camera): fix tearing and heavy pixelisation in zoom mode
Currently, the canvas was created at render size and elements where 
resized inside. Work a bit differenlty, by creating a canvas that have 
the view "true" size (meaning the scaled size), and draw everything at 
1:1 size inside. Then, when drawing the view canvas, resize the whole 
canvas at the multiplication of both scaling.
2019-07-15 10:04:06 +02:00
Kazhnuz
f2cabff81c chore(camera): improve comments 2019-07-14 23:15:30 +02:00
Kazhnuz
f9a268a51a improvement(camera): make getViewsDimensions a wrapper around a camutil 2019-07-14 23:12:22 +02:00
Kazhnuz
7376d75aeb chore(camera): simplify view system
Remove view.cam and view.pos
2019-07-14 22:59:58 +02:00
Kazhnuz
7ec715850c chore(camera): remove unused functions 2019-07-14 22:53:55 +02:00
Kazhnuz
81dd584e11 improvement(camera): use a new canvas-based view system 2019-07-14 22:49:27 +02:00
Kazhnuz
35433b273d chore(camera): remove hump.camera 2019-07-14 18:57:50 +02:00
Kazhnuz
c7e2f2daca fix(baseworld): draw all map layer instead of using map:draw()
It allow us to use the exact same transform for map and actors
2019-07-14 18:51:00 +02:00
Kazhnuz
f48de0e9bd improvement(camera): manually attach the view instead of using hump func 2019-07-14 18:48:25 +02:00
Kazhnuz
6947d2f3f2 fix(camera): fix onscreen coordinates by using new core.screen func 2019-07-14 18:41:13 +02:00
Kazhnuz
fb428b45c3 chore(camera): put the view algorithm in a "utils" file 2019-07-14 18:35:33 +02:00
Kazhnuz
e4b89ddd31 chore(camera): split camera into a specific folder 2019-07-14 18:28:29 +02:00
Kazhnuz
208c523248 fix(camera): fix map not being clipped in split mode
Fixes #29
2019-07-13 00:29:43 +02:00
Kazhnuz
fafaa3fe49 fix(camera): remove scissoring from the hump camera library used 2019-07-13 00:26:16 +02:00
Kazhnuz
342d073572 fix(world3D): dont attribute the getVisibleActor() function to baseworld 2019-07-12 23:22:03 +02:00
Kazhnuz
242e916d4b fix(actor2D): remove an erroneous call to Actor3D 2019-07-12 23:18:01 +02:00
Kazhnuz
0993f1e8bb fix(boxes): remove some test print. 2019-07-06 18:02:53 +02:00
Kazhnuz
a3b0f47127 feat(actor3D): cast shadow below the actor. 2019-07-06 18:00:00 +02:00
Kazhnuz
c043bb8ecf feat(actor3D): add zSorting support 2019-07-01 18:06:25 +02:00
Kazhnuz
5bdb275b8a feat(actor3D): add a basic 3D box drawing system for 3D actors 2019-07-01 17:00:55 +02:00
Kazhnuz
940cb1b41f improvement(camera): use the shape system to control the camera. 2019-07-01 14:15:10 +02:00
Kazhnuz
c06f1c49aa feat(world3D): add a visible shape system to handle better visiblity
Actor2D also have a shape, in order to use them in other functions.
2019-07-01 14:13:26 +02:00