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
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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
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Fixes #37
2019-09-07 20:46:00 +02:00
Kazhnuz
3a696ee58c
fix(boxes/textured): use the right texture name
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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
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Fixes #39
2019-09-07 20:36:06 +02:00
Kazhnuz
b167c45530
fix(world3D): use the right variable name for creationID
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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
3e907b69d7
feat(core/input): extract virtualpads from the input controller
2019-07-24 15:22:04 +02:00
Kazhnuz
2e3fd587c0
chore: port every print to new debug mode
2019-07-24 11:21:32 +02:00
Kazhnuz
4e9923b2ea
feat(core): add a way to activate easily debug mode directly
2019-07-24 11:21:12 +02:00
Kazhnuz
543247e721
feat(core/debug): add log functions
2019-07-24 11:19:10 +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
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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
542f9c6bac
improvement(core): activate vsync by default.
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Fix #28
2019-07-15 10:27:55 +02:00
Kazhnuz
932ec26283
improvement(boxes): don't export as a texture the shadow canvas
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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
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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
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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()
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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
1c8c2d6937
feat(screen): add a way to get coordinate and scale
2019-07-14 15:51:58 +02:00
Kazhnuz
208c523248
fix(camera): fix map not being clipped in split mode
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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