Commit graph

197 commits

Author SHA1 Message Date
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
eafc266544 fix(baseworld): make baseworld not crash when a body is loaded 2019-06-23 15:39:57 +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
531f3c5803 feat(assets): add more wrapper around animator functions in Sprite 2019-06-23 14:25:02 +02:00
Kazhnuz
8a5692c1a1 feat(assets): add a way to get current relative frame
This function return the current frame relative to the first frame of 
the current animation
2019-06-23 14:23:51 +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
2b1bdd0be5 improvement(world): separate bodies from actor management 2019-06-22 17:19:54 +02:00
Kazhnuz
241baad935 fix(world): remove a forgotten debug function 2019-06-21 20:06:58 +02:00
Kazhnuz
408a71434f fix(world): use right camera internal coordinate
Fixes #15 and #17
2019-06-21 18:50:45 +02:00
Kazhnuz
3ced2dbef4 fix(world): separate getting data from the internal and advertised view
Use two functions instead of just one, one showing the actual dimensions 
of the internal "cam" (basically, the whole screen), and one showing the 
advertised displaced camera.

Fixes #16
2019-06-21 18:27:02 +02:00
Kazhnuz
b47e158126 feat(menusystem): add a function to deactivate assets when menu is active 2019-06-16 16:36:39 +02:00
Kazhnuz
a227bbb033 feat(world): add a function to reset world 2019-06-16 16:33:29 +02:00
Kazhnuz
fb35eca0fa feat(menusystem): add a way to deactivate world when activating the menu 2019-06-16 16:21:26 +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
54b01b0d94 feat(world): add a creationID variable to keep track of actors ID 2019-06-16 10:08:59 +02:00
Kazhnuz
61b3c29f6b improvement(world): only draw visible actors when a camera is active
It'll make the game less laggy. For the moment, no need to only update 
visible actors.

Fixes #14
2019-06-16 10:00:05 +02:00
Kazhnuz
65b0c74a06 feat(world): add a batchActor function activated by a bool in tiled
This way, you can add multiple actors with just one tiled object. It 
also bring better feature parity with Imperium Porcorum.

Fixes #10
2019-06-15 11:50:53 +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
055ae92eb9 feat(scene): add *Start() and *End() functions.
Make the scene children able to add functions before or after 
everything.
2019-06-13 18:33:29 +02:00
Kazhnuz
e475604c57 gamecore/assets: add activity handling functions 2019-05-30 13:54:39 +02:00
Kazhnuz
af96232d53 gamecore/input: fix two glitches in the key flushing system 2019-05-30 13:49:19 +02:00
Kazhnuz
80ef8b1a65 gamecore/world: add an activity system for the world 2019-05-30 13:37:55 +02:00
Kazhnuz
e73d6804f5 gamecore/scenemanager: draw the world before drawing the scene 2019-05-30 13:37:30 +02:00
Kazhnuz
48aa0a3eab gamecore/scene: put world wrapper inside the scene 2019-05-30 13:27:41 +02:00
Kazhnuz
df4d264c21 gamecore/scenemanager: let the scene manager handle directly the world 2019-05-28 19:31:42 +02:00
Kazhnuz
23f17491ad gamecore/world: make the world registerable directly by itself 2019-05-28 19:28:05 +02:00
Kazhnuz
fb4f438bf9 modules/world: add a generic gfx actor 2019-05-06 20:44:13 +02:00
Kazhnuz
7bdcdc5bfa modules/assets: add getDimensions() to tileset, sprite and animators 2019-05-06 20:43:51 +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