Commit Graph

50 Commits

Author SHA1 Message Date
KikooDX 0509023d76 Fancy water, but can't jump out of it.
Accurate I guess, people can't just "jump out" of water IRL.
2021-01-16 12:36:20 +01:00
KikooDX 318a4e3626 Even better glue. Praise the glue. 2021-01-16 11:18:54 +01:00
KikooDX 42e7c4f9d2 Flags are no longer hardcoded in mod calls, improved glue. 2021-01-16 11:15:49 +01:00
KikooDX 5c54b13a6e Cleaner modifier system almost done. 2021-01-16 10:43:39 +01:00
KikooDX 0ec3cb12f8 Modifiers are now "side dependent". Only implemented for floor. 2021-01-15 18:37:43 +01:00
KikooDX 96d3472404 Moved player_set_vars to player_step, thanks KBD2. 2021-01-15 13:52:29 +01:00
KikooDX cfeb0a423a Make gravity a player variable, and everything fall appart. 2021-01-15 13:10:27 +01:00
KikooDX c9548c1a67 Start position support. 2021-01-13 14:24:00 +01:00
KikooDX 6595a27503 Clipping improvement 2021-01-13 14:23:34 +01:00
KikooDX d00fa96a9d Background color per level, fixed a few warns. 2021-01-12 13:28:22 +01:00
KikooDX 01d263aa27 Fix jump buffering exploit. 2021-01-10 10:47:39 +01:00
KikooDX fc8eb2b31c Better glue. Fixed ice. 2021-01-09 17:07:26 +01:00
KikooDX 9dcf3c732a Modifiers are working. Ice is completely broken though. 2021-01-09 16:52:03 +01:00
KikooDX e1f6d108e2 Separated player vars, weird stuff happens. 2021-01-09 14:28:14 +01:00
KikooDX bffaf264dd Moved player init code main.c->player.c 2021-01-09 10:42:16 +01:00
KikooDX c0633f4346 Spikes! Well chains. Whatever. 2021-01-08 19:03:58 +01:00
KikooDX 1844b66e09 Simplified a bit and cleaned up collision code 2021-01-05 16:24:55 +01:00
KikooDX 8804a12a90 Merge branch 'master' of https://gitea.planet-casio.com/KikooDX/jtmm2 2021-01-04 18:05:10 +01:00
KikooDX f8c6953803 Tile and bitmask system base 2021-01-04 18:02:11 +01:00
KikooDX 330d66f3f0 Horizontal solid clipping works ¯\_(ツ)_/¯ 2021-01-02 18:11:09 +01:00
KikooDX 4818b21ec8 Clipping doesn't work. 2021-01-02 17:52:22 +01:00
KikooDX d4c1575ca9 The player can now vary their jump height + cleaning 2021-01-01 02:22:48 +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 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 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