|
2831c8d626
|
Fix sprites being indexed funky. Consolidated tile group code, broke some of the overlapping tiles functionality.
|
2023-09-07 04:41:23 -05:00 |
|
|
15a24a42a6
|
Code analysis suggestions implemented.
|
2023-09-06 23:07:15 -05:00 |
|
|
7eb1abaec0
|
Include all map initializations and use configuration file
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2023-07-26 20:37:52 +00:00 |
|
|
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 |
|