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