Commit graph

108 commits

Author SHA1 Message Date
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
a227bbb033 feat(world): add a function to reset world 2019-06-16 16:33:29 +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
80ef8b1a65 gamecore/world: add an activity system for the world 2019-05-30 13:37:55 +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
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
Kazhnuz
adfa147b72 examples/moveplayer: fix camera2 having the wrong set of coordinate 2019-05-02 18:47:36 +02:00
Kazhnuz
56a269dd57 modules/world: work around Y invertion in the camera system 2019-05-02 18:46:44 +02:00
Kazhnuz
b69ad095ee modules/world: make drawDebugViewBox function related to one view 2019-05-02 18:27:58 +02:00
Kazhnuz
5eed16bac4 modules/world: make local the vx and vy variables 2019-05-02 17:34:35 +02:00
Kazhnuz
eddf66595c modules/world: attach and detach view just once 2019-05-02 17:21:48 +02:00
Kazhnuz
aaf0b1882b modules/world: displace the map according to the view relative position 2019-05-02 16:21:24 +02:00
Kazhnuz
065a67a915 modules/world: add a function to get view relative position 2019-05-02 16:19:59 +02:00
Kazhnuz
f1edd118ec modules/world: simplify limitView() by using utils.math.between() 2019-05-02 16:19:28 +02:00
Kazhnuz
c41930fca4 modules/world: automatize multiple character handling 2019-05-01 17:21:38 +02:00