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
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
b80566b4ec
modules/world: add a way to check collisions
2019-05-05 13:01:00 +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