Commit Graph

22 Commits

Author SHA1 Message Date
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 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 01c8782e8c Meh collision system, good enough for now. Can be "playtested" 2020-09-28 12:53:04 +02:00
KikooDX 52477daac0 Camera clamping in stage limits and related 2020-09-23 12:19:40 +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 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 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 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 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
KikooDX d8e23cd844 Camera lerp now working, first debug visualisation implemented. A lot of other misc stuff. 2020-09-14 14:37:46 +02:00
KikooDX 8d559b013a Created .editorconfig, use 4 wide tabs everywhere. 2020-09-12 09:54:53 +02:00
KikooDX d95c1b6cb3 Shaping out the games structure 2020-09-11 18:07:53 +02:00
KikooDX a496f428ce Created player files, draw a pixel on screen for test 2020-09-11 12:01:24 +02:00