9 Commits

Author SHA1 Message Date
c88d5f1708 Transition fade added for foreground items.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
2023-07-11 15:33:50 +00:00
0e26a9a090 Re-did Tile grouping code, using a flood fill algorithm now instead of sequential tile checking. Prevents bugs with neighboring tile groups being split improperly. 2023-07-10 18:48:57 -05:00
d5f87de19a Staircase incremental movement implemented. 2023-07-06 15:07:44 -05:00
57490f86e1 Corrected set position bugs when X axis is not valid while Y is. Corrected staircase collision boxes. Upper Foreground tiles added. 2023-07-06 14:24:43 -05:00
cdab15d8d3 Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 2023-06-23 20:42:55 -07:00
60c8317b20 Detect connected tile groups and allow for fade out of the foreground layer when the player gets in range. These groups are initialized on level loading and self-expand. 2023-06-22 23:28:16 -07:00
5ffcf3126a Basic foreground layer hiding code implementation. 2023-06-22 22:09:11 -07:00
8d5d509c7c Level loading modularized. Levels auto-load/cache tilesets that are already loaded and shared between maps. 2023-06-21 22:59:06 -07:00
1d3b07eb98 Revamped TMXParser.h such that there is a separation between function declarations and definitions for modular support. 2023-06-21 14:30:14 -07:00