a5c414dd4cJump (yay) and grace frames support.KikooDX2020-12-23 23:22:02 +0100
c8bd190ec1Nicer acceleration code and gravityKikooDX2020-12-23 13:09:38 +0100
e306da5e41Friction and acceleration (pfiou)KikooDX2020-12-22 16:46:00 +0100
d3a62512aeSimple tile snapping (took me way too long for what it is) and we are back to 256 UPS! See TODO for current breakpointKikooDX2020-12-22 12:01:23 +0100
8dc31ce32fFunctionnal collision and movement code, it's pretty slow though (see TODO in player.c)KikooDX2020-12-22 10:53:01 +0100
baa1a72703Added speed value to the player, separated collision/movement from it's main step event. TODO in player.c.KikooDX2020-12-21 17:50:00 +0100
e6ed0ad85e[minor] Added note on camera_init
KikooDX
2020-09-23 15:59:31 +0200
62ca2886e9Single screen level now use fixed camera.
KikooDX
2020-09-23 15:56:49 +0200
52477daac0Camera clamping in stage limits and related
KikooDX
2020-09-23 12:19:40 +0200
431297fa62Custom icons, admire my pixel art skilz
KikooDX
2020-09-22 17:24:27 +0200
9be543899d[level.c] Bellow opti now use SCALE (I forget it all the time, am I cursed?)
KikooDX
2020-09-22 13:49:59 +0200
ee3e46cdf5[level.c] Optimization: only draw on-screen tiles
KikooDX
2020-09-22 13:42:27 +0200
62cdb1ec7f[new] Collision system base + miscellaneous code improvements and small bugfixes
KikooDX
2020-09-22 13:20:16 +0200
bc5273ed77[bugfix] camera and scale related code, now work properly regardless of scale You can now experience scrolling in your fancy CG50 :D
KikooDX
2020-09-21 19:04:27 +0200
ee723cc151[README.md] Created with basic build instructions.
KikooDX
2020-09-21 14:58:56 +0200
a8234e35b6Better camera offset system
KikooDX
2020-09-21 14:52:28 +0200
470ac9b783Camera kinda works. - created separated float and int vector functions for performance - simple camera related draw, should rework - new `vec_drect` function in `vec`
KikooDX
2020-09-21 14:15:58 +0200
ac19ece235Debug level display works, fixed mistakes here and there
KikooDX
2020-09-21 12:01:54 +0200
8c1faba253Fixed 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.
KikooDX
2020-09-21 11:21:28 +0200
7735835ca8[exit on start] Level system, for unknown reason the add-in stop on startup
KikooDX
2020-09-21 11:04:53 +0200
a40d42584cReplaced "tx"/"ty" (t for true) by "dx"/"dy" (d for display), it now takes into account SCALE.
KikooDX
2020-09-19 15:32:15 +0200
134ef0588aIndependent UPS, FPS, precision, unit and drawing system.
KikooDX
2020-09-19 14:00:46 +0200
5abe1d6828[WIP] FPS limit doesn't work, ask for help
KikooDX
2020-09-19 11:14:51 +0200
65ceff3971Lot 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
KikooDX
2020-09-18 11:12:34 +0200
62d637969d[vec.c] Linear interpolation properly implemented
KikooDX
2020-09-16 11:20:48 +0200
58cb48fa75[generate_c.lua] now supports the layer system
KikooDX
2020-09-16 11:19:21 +0200
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
KikooDX
2020-09-16 11:18:55 +0200
a14e7effc1Pointer toward array of array pointers
KikooDX
2020-09-15 17:25:12 +0200
0e43e617fc[minor] Fixed a mistake in the .editoconfig :s
KikooDX
2020-09-15 12:24:05 +0200