Commit Graph

67 Commits

Author SHA1 Message Date
Tituya 33e93e7b22 update assets-fx 2020-12-31 18:56:43 +01:00
Tituya 347bc5c12e update assets-cg 2020-12-30 16:52:14 +01:00
KikooDX cdb57c4fc1 Cancel confusion effect 2020-12-30 16:08:43 +01:00
KikooDX 6b3178566b 1KBCJ3 flashbacks. Draw multiple layers. 2020-12-28 00:31:33 +01:00
KikooDX 943348e545 Changed meaning of origin 2020-12-27 23:53:34 +01:00
KikooDX 1a9052c0a2 Input buffering system, implemented for jumping. 2020-12-27 01:45:58 +01:00
KikooDX b8f66a4f05 Input functions macros (DRY) 2020-12-27 01:39:05 +01:00
KikooDX fefdd06257 Base of input buffering structure. 2020-12-27 01:26:57 +01:00
KikooDX 03b2204811 Lowered FPS for FX target 64->16 2020-12-27 00:06:37 +01:00
KikooDX 94938edba5 Increased precision and max speed and lowered friction 2020-12-24 12:33:24 +01:00
KikooDX 8a4bc582a9 Better friction, kinda. 2020-12-24 12:20:12 +01:00
KikooDX a5c414dd4c Jump (yay) and grace frames support. 2020-12-23 23:22:02 +01:00
KikooDX c8bd190ec1 Nicer acceleration code and gravity 2020-12-23 13:09:38 +01:00
KikooDX e306da5e41 Friction and acceleration (pfiou) 2020-12-22 16:46:00 +01:00
KikooDX d3a62512ae Simple tile snapping (took me way too long for what it is) and we are back to 256 UPS! See TODO for current breakpoint 2020-12-22 12:01:23 +01:00
KikooDX 8dc31ce32f Functionnal collision and movement code, it's pretty slow though (see TODO in player.c) 2020-12-22 10:53:01 +01:00
KikooDX baa1a72703 Added speed value to the player, separated collision/movement from it's main step event. TODO in player.c. 2020-12-21 17:50:00 +01:00
KikooDX f49f6719d3 Added todo to camera.c 2020-12-21 13:37:19 +01:00
KikooDX a42fbe24f5 Added comments and todo to collide.c 2020-12-21 13:35:28 +01:00
KikooDX 733533a35d New comments for input.c 2020-12-21 13:31:21 +01:00
KikooDX 69a22c0020 More comments in vec.c 2020-12-21 12:31:28 +01:00
KikooDX 190368b666 More comments in player.c 2020-12-21 12:26:18 +01:00
KikooDX 833a1711c4 Winter cleaning 2020-12-21 12:18:55 +01:00
KikooDX 559c00a840 Use `bool` instead of `_Bool` 2020-09-28 14:05:41 +02:00
KikooDX 01c8782e8c Meh collision system, good enough for now. Can be "playtested" 2020-09-28 12:53:04 +02:00
KikooDX f8bb34e4c1 [.gitignore] ignore Sublime Text files 2020-09-24 10:00:28 +02:00
KikooDX b0707eebe0 Removed unnecessary SCALE 2020-09-23 16:10:31 +02:00
KikooDX e6ed0ad85e [minor] Added note on camera_init 2020-09-23 15:59:31 +02:00
KikooDX 62ca2886e9 Single screen level now use fixed camera. 2020-09-23 15:56:49 +02:00
KikooDX 52477daac0 Camera clamping in stage limits and related 2020-09-23 12:19:40 +02:00
KikooDX 431297fa62 Custom icons, admire my pixel art skilz 2020-09-22 17:24:27 +02:00
KikooDX 9be543899d [level.c] Bellow opti now use SCALE (I forget it all the time, am I cursed?) 2020-09-22 13:49:59 +02:00
KikooDX ee3e46cdf5 [level.c] Optimization: only draw on-screen tiles 2020-09-22 13:42:27 +02:00
KikooDX 62cdb1ec7f [new] Collision system base + miscellaneous code improvements and small bugfixes 2020-09-22 13:20:16 +02:00
KikooDX bc5273ed77 [bugfix] camera and scale related code, now work properly regardless of scale
You can now experience scrolling in your fancy CG50 :D
2020-09-21 19:05:46 +02:00
KikooDX ee723cc151 [README.md] Created with basic build instructions. 2020-09-21 14:58:56 +02:00
KikooDX a8234e35b6 Better camera offset system 2020-09-21 14:52:28 +02:00
KikooDX 470ac9b783 Camera kinda works.
- created separated float and int vector functions for performance
- simple camera related draw, should rework
- new `vec_drect` function in `vec`
2020-09-21 14:15:58 +02:00
KikooDX ac19ece235 Debug level display works, fixed mistakes here and there 2020-09-21 12:01:54 +02:00
KikooDX 8c1faba253 Fixed the issue, thanks to Lephénixnoir.
input.states were initialized to 0, which is the value of S_PRESS.
They are now set to S_UP.
2020-09-21 11:21:28 +02:00
KikooDX 7735835ca8 [exit on start] Level system, for unknown reason the add-in stop on
startup
2020-09-21 11:04:53 +02:00
KikooDX a40d42584c Replaced "tx"/"ty" (t for true) by "dx"/"dy" (d for display), it now
takes into account SCALE.
2020-09-19 15:32:15 +02:00
KikooDX 134ef0588a Independent UPS, FPS, precision, unit and drawing system. 2020-09-19 14:00:46 +02:00
KikooDX 5abe1d6828 [WIP] FPS limit doesn't work, ask for help 2020-09-19 11:14:51 +02:00
KikooDX 65ceff3971 Lot of bugfixes and improvements :)
- [input] Completely rewrote most of the code
- [input/camera] Renamed `*_draw` functions used in debug section to
`*_draw_debug`
- [main/input] Now use `_Bool` instead of `int` when appropriate
- [input] Added function `input_is_up`
- [player] Added function `player_draw_debug`
- [vec] Use `int` instead of `float`, new macro `VEC_PRECISION`
- [main/camera/player/vec] Updated vector related code to work with the
new system
2020-09-18 11:12:34 +02:00
KikooDX baa6071ebf Input manager demonstration 2020-09-17 14:30:46 +02:00
KikooDX c95d92f6d1 [new system] Input manager! plus misc cleanup 2020-09-17 14:14:21 +02:00
KikooDX 62d637969d [vec.c] Linear interpolation properly implemented 2020-09-16 11:21:05 +02:00
KikooDX 58cb48fa75 [generate_c.lua] now supports the layer system 2020-09-16 11:21:05 +02:00
KikooDX 316cc26539 [multiple files] More detailed Player struct, draw player function, draw camera compatible CG50, renamed Level.tiles -> Level.layers, removed layers test code from main, build for CG50 and FX9860 seamlessly 2020-09-16 11:21:05 +02:00