Commit Graph

53 Commits

Author SHA1 Message Date
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
KikooDX a14e7effc1 Pointer toward array of array pointers 2020-09-15 17:25:12 +02:00
KikooDX 0e43e617fc [minor] Fixed a mistake in the .editoconfig :s 2020-09-15 12:24:05 +02:00
KikooDX 872fccdd3e Project organisation 2020-09-15 12:18:24 +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 f58a212652 [camera] lerping and miscelanious 2020-09-14 10:33:01 +02:00
KikooDX 7a760e67bb Updated .editorconfig 2020-09-14 10:09:53 +02:00
KikooDX 0a4dab8ee2 More vector related features 2020-09-12 10:08:01 +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
KikooDX 4100c2b5fb Add-in works, test vector display. 2020-09-11 11:43:30 +02:00
KikooDX 706d924ff2 Compile but crash on start 2020-09-11 10:50:11 +02:00
KikooDX c850984a72 Cleaner code, slight vector progress. dgray still doesn't work and I don't know why 2020-09-10 17:58:12 +02:00
KikooDX 97b60ce24f [minor] Made include safety consistent 2020-09-10 17:35:08 +02:00