Kazhnuz
ad295bf9c9
feat(fonts): add filter info functions
2019-09-23 13:51:53 +02:00
Kazhnuz
4b24579070
feat(scenes): handle scene transitions
2019-09-08 16:23:30 +02:00
Kazhnuz
a1afa0821c
feat(timer): add variable interpolation support via tween.lua
2019-09-08 16:18:32 +02:00
Kazhnuz
02bc52a49b
feat(timer): add a switch system
2019-09-08 14:21:21 +02:00
Kazhnuz
8290fbb8d2
improvement(actors): use the new timers modules
2019-09-08 12:57:13 +02:00
Kazhnuz
ab3d9abf9f
feat(modules): new Timers modules
2019-09-08 12:56:59 +02:00
Kazhnuz
e40ea3cfab
feat(modules): make modules loadable directly from core object
2019-09-08 12:24:57 +02:00
Kazhnuz
8e000dbc44
fix(input): improve key flushing
2019-09-07 21:51:20 +02:00
Kazhnuz
47c6bab698
fix(world): link the player to the right input source
2019-09-07 21:34:52 +02:00
Kazhnuz
077b1151f1
feat(world/cam): add a way to lock the camera
2019-09-07 21:04:35 +02:00
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