Commit graph

74 commits

Author SHA1 Message Date
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
Kazhnuz
1d26588904 modules/world: put timers and sprites functions in the base actor 2019-05-05 21:01:54 +02:00
Kazhnuz
6225f1fb4e modules/world: put input functions in BaseActor 2019-05-05 20:51:26 +02:00
Kazhnuz
cd62f9c7d1 modules/world: put basic initilisation in baseactor 2019-05-05 20:49:28 +02:00
Kazhnuz
1b5a2e9c6e modules/world: derive the Actor2D from the base actor 2019-05-05 20:30:39 +02:00
Kazhnuz
351b2a970a modules/world: initial draft of the base actor module 2019-05-05 20:30:25 +02:00
Kazhnuz
d1a5bb9d39 modules/world: add a timer system to the actors 2019-05-05 20:13:19 +02:00
Kazhnuz
25a582821f modules/world: only check collision if the object isn't being destroyed 2019-05-05 19:50:33 +02:00
Kazhnuz
dfc71eaebd module/world: add a function to destroy actor 2019-05-05 19:45:57 +02:00
Kazhnuz
146cfbed54 module/world: fix an oops 2019-05-05 19:36:21 +02:00
Kazhnuz
53df3c125c modules/world: add more wrapper around sprites functions 2019-05-05 15:22:54 +02:00
Kazhnuz
8d655f8049 modules/world: make the actors able to clone their sprite 2019-05-05 13:17:43 +02:00
Kazhnuz
174b51acfa modules/world: use checkCollisions to get if an object is on ground 2019-05-05 13:01:25 +02:00
Kazhnuz
0d5068fdaa modules/world: add initial way to check if an entity is on ground 2019-05-02 20:10:31 +02:00
Kazhnuz
f04d0c6b4e modules/world: initial gravity system 2019-05-02 19:51:43 +02:00
Kazhnuz
98fb57afaa modules/world: floor the coordinate for sprite drawing 2019-05-01 11:26:15 +02:00
Kazhnuz
0fba67f212 modules/world: handle differently the coordinate system for 2D actors 2019-05-01 11:19:42 +02:00
Kazhnuz
ce2a89b295 modules/world: fix scalling function
actually adding the scaling would be nice.
2019-05-01 11:16:37 +02:00