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
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
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
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
5bdb275b8a
feat(actor3D): add a basic 3D box drawing system for 3D actors
2019-07-01 17:00:55 +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
Kazhnuz
cf04a16c84
fix(actor3D): improve sprite drawing in fake3D worlds
2019-07-01 09:57:45 +02:00
Kazhnuz
5f5b4da9c5
fix(actor3D): fix checkGround not trying the right coordinate
2019-06-30 22:04:30 +02:00
Kazhnuz
2004efa558
feat(world): add initial fake3D world implementation
2019-06-30 17:07:58 +02:00
Kazhnuz
369e0ceec0
improvement(actor): put hitbox functions that make sense in baseactor
2019-06-28 08:43:01 +02:00
Kazhnuz
b4f3008552
improvement(actor): put physics functions that make sense in baseactor
2019-06-27 22:14:12 +02:00
Kazhnuz
ff78a6ecfe
improvement(actor): put gravity that make sense functions in baseactor
2019-06-27 22:02:47 +02:00
Kazhnuz
10bbd5fd84
improvement(actor): merge most physics initialisation
2019-06-27 21:56:02 +02:00
Kazhnuz
049213000a
improvement(world): separate future position and friction from autoMove
2019-06-27 21:29:49 +02:00
Kazhnuz
f68e300019
feat(hitbox): add a way to advertise an hitbox as main hitbox
2019-06-27 21:15:57 +02:00
Kazhnuz
0a66082e99
chore(actor2D): group gravity functions together
2019-06-27 21:05:23 +02:00
Kazhnuz
e916c28630
fix(actor2D): simplify gravity system by not handling x by default
2019-06-27 21:03:34 +02:00
Kazhnuz
9f66df8537
fix(actor2D): let hitboxes handle themselves
2019-06-27 20:46:21 +02:00
Kazhnuz
b7344a8973
fix(actor2D): fix a function being put in the wrong object
2019-06-27 20:38:15 +02:00
Kazhnuz
cace01cf3a
feat(world): add a way to check every hitbox collisions
2019-06-23 15:53:51 +02:00
Kazhnuz
89b2ffe483
feat(world): add a way to automatically load hitbox from a file
2019-06-23 15:45:34 +02:00
Kazhnuz
3fd8d2fecc
fix(hitboxes): reset colors after the hitbox is drawn.
2019-06-23 15:44:46 +02:00
Kazhnuz
3314f1e3f9
improvement(actor): ignore by default collision with actor own hitboxes
2019-06-23 15:32:25 +02:00
Kazhnuz
5c5b3eed34
fix(assets): add "return" call that were forgotten
2019-06-23 15:29:08 +02:00
Kazhnuz
dca4ece7fe
feat(assets): add a new getCurrentAnimation function
2019-06-23 15:25:56 +02:00
Kazhnuz
6fb3fecc95
feat(assets): add more wrapper around sprite functions in BaseActor
2019-06-23 14:27:07 +02:00
Kazhnuz
a3b6bcd499
feat(world): add a frame hitbox data structure to process
...
It'll allow us to create a way to process everyframe of an animation and
change hitbox according to the animation.
It should especially simplify the creation of battle system.
2019-06-23 10:19:01 +02:00
Kazhnuz
f88c7f49e4
feat(world): add multiple hitbox support on actor2D
2019-06-22 22:11:22 +02:00
Kazhnuz
8c1e9d8e05
feat(world): initial support for external hitbox
...
For the moment it doesn't add any real feature, but it allow the
mainHitbox to be an external object to the actor, giving to it more
power.
2019-06-22 19:27:31 +02:00
Kazhnuz
cb97c2ceee
chore(world): prepate using an external hitbox object
2019-06-22 17:27:36 +02:00
Kazhnuz
f7040d1854
feat(world): draw actors according to their depth
...
It allow us to draw some sprites always over some others.
Fixes #8
2019-06-16 10:24:30 +02:00
Kazhnuz
4c2427bfd6
feat(world): add a drawHUD function to draw the current HUD
...
It is able to draw everything a player object want directly where it
should go.
Fixes #3
2019-06-13 22:23:23 +02:00
Kazhnuz
58b8c95d62
feat(actor): add *Start() and *End() functions
2019-06-13 18:39:09 +02:00
Kazhnuz
fb4f438bf9
modules/world: add a generic gfx actor
2019-05-06 20:44:13 +02:00
Kazhnuz
0ee3220559
modules/world: put the register and initPhysics functions in BaseActor
2019-05-05 21:56:55 +02:00
Kazhnuz
de42087e51
modules/world: init hitbox before loading the parent new() function
2019-05-05 21:55:57 +02:00
Kazhnuz
2344bd5a9a
modules/world: put non-hitbox related physics function in baseactor
2019-05-05 21:44:12 +02:00
Kazhnuz
1e42fac57c
modules/world: refactor hitbox initialization outside of initPhysics
2019-05-05 21:29:49 +02:00
Kazhnuz
86b1368a6e
modules/world: put solidity initialization into baseactor
2019-05-05 21:27:02 +02:00
Kazhnuz
11fcc4cf99
modules/world: refactor movement functions together
2019-05-05 21:25:25 +02:00
Kazhnuz
4b4b8b4e85
modules/world: refactor all cordinate functions together
2019-05-05 21:22:41 +02:00
Kazhnuz
6aa7fd6399
modules/world: use the setBounceFactor function in initPhysics
2019-05-05 21:18:54 +02:00
Kazhnuz
187f0286df
modules/world: put the update functions in the baseactor
2019-05-05 21:04:00 +02:00