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cd3ebd4fc0
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Fixed a tree that wasn't in the upper foreground layer. Release build 594 created.
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2023-07-10 19:29:04 -05:00 |
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794fb92534
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Upper level and lower level spawning now distinguished in map editor.
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2023-07-10 19:22:33 -05:00 |
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90680af4ba
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Tidy up map zones, fix upper and lower level collision interactions.
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2023-07-10 19:07:59 -05:00 |
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0e26a9a090
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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.
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2023-07-10 18:48:57 -05:00 |
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a6dbc81b78
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Include executable in build.
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2023-07-08 17:01:56 -05:00 |
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0493252a08
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Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones.
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2023-07-07 21:35:44 -05:00 |
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c2cc6e83ab
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Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map.
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2023-07-07 17:44:06 -05:00 |
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0c28a3a608
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Layering rendering now proper.
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2023-07-07 06:42:49 -05:00 |
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53243e6871
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Upper level and lower level rendering handled properly.
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2023-07-07 04:49:26 -05:00 |
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bf01744143
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Zones caused the player to swap between upper and lower levels.
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2023-07-07 04:31:36 -05:00 |
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d5f87de19a
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Staircase incremental movement implemented.
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2023-07-06 15:07:44 -05:00 |
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57490f86e1
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Corrected set position bugs when X axis is not valid while Y is. Corrected staircase collision boxes. Upper Foreground tiles added.
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2023-07-06 14:24:43 -05:00 |
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d89aa712c4
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Bridge flags properly enabled and working. Fix image paths in maps.
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2023-07-06 14:59:21 -05:00 |
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460253d755
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Fire Bolt implemented.
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2023-07-06 04:35:40 -05:00 |
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9c13c8c331
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Added mini particles for teleporting.
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2023-07-06 03:43:34 -05:00 |
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6b782fb7b9
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Fix edge cases when we click too close to the character or too far, still allow max possible distance teleports even when clicked outside of range.
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2023-07-06 03:31:47 -05:00 |
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388cf5bf02
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Use pathfinding algorithm to determine teleport validity.
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2023-07-06 03:22:05 -05:00 |
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a98391877c
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Fix collision tiles for secondary map sets with offset values based on other tilesets.
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2023-07-06 02:38:43 -05:00 |
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65cae7aea7
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Teleport code added in Wizard. Needs more debugging.
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2023-07-05 04:31:31 -05:00 |
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0482020b19
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Add energy bolt splash effect and fade out.
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2023-07-05 05:34:21 -05:00 |
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5523b3fd1a
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Fixed bug with bullet events deleting other unrelated bullets.
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2023-07-05 02:31:34 -05:00 |
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90626bf628
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Death animation now tied to monster data.
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2023-07-05 02:18:58 -05:00 |
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762c46bd44
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Refactored all the game classes into derived classes.
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2023-07-02 08:42:18 -07:00 |
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f92e0f7213
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Consolidated jump and shoot animations for monsters into MonsterData.
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2023-07-01 20:47:18 -07:00 |
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1d396d3215
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Bullets now have derived types.
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2023-06-30 15:44:41 -07:00 |
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db7744dad3
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Wizard energy bolt attack implemented.
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2023-06-24 02:14:11 -07:00 |
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9a8859ffe8
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Adjusted shoot afar AI to account for collision tiles.
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2023-06-24 01:18:21 -07:00 |
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46a16b8ae2
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Changed version display string shadow to match other shadow texts.
Terrain collision map implementation complete.
Made shadow text functions modular.
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2023-06-24 00:00:14 -07:00 |
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cdab15d8d3
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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.
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2023-06-23 20:42:55 -07:00 |
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d9e8c6ddbd
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Add line to rectangle collision detection in geom2d header.
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2023-06-23 01:34:26 -07:00 |
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5a8527f51b
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Add line collision checking to geom2d functions.
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2023-06-23 01:08:09 -07:00 |
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60c8317b20
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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.
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2023-06-22 23:28:16 -07:00 |
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5ffcf3126a
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Basic foreground layer hiding code implementation.
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2023-06-22 22:09:11 -07:00 |
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b2eda563f2
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Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build.
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2023-06-22 17:44:51 -07:00 |
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d254e169c4
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Added ellipse contains function to Geometry2D.
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2023-06-22 16:42:23 -07:00 |
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e6268b0edc
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Can now load maps from other directories.
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2023-06-22 05:38:44 -07:00 |
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0294fdb8bc
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Flipped logic for firstgid checking with multiple tile layers.
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2023-06-22 04:42:55 -07:00 |
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2613a9ea33
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Load a level using its tileset instead.
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2023-06-22 04:34:23 -07:00 |
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d6e9ade54e
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Made map data xml tag more specific (output width and height as values). Add load level functionality, changes world size.
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2023-06-22 02:46:38 -07:00 |
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cf87c25f63
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Parse TSX files and link map data to map tilesets in Tiled.
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2023-06-22 01:30:26 -07:00 |
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8d5d509c7c
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Level loading modularized. Levels auto-load/cache tilesets that are already loaded and shared between maps.
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2023-06-21 22:59:06 -07:00 |
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b4d6d1cd09
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Fix up tileset displays and enable the ability to have multiple tilesets in one map for the parser.
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2023-06-21 21:33:23 -07:00 |
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1d3b07eb98
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Revamped TMXParser.h such that there is a separation between function declarations and definitions for modular support.
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2023-06-21 14:30:14 -07:00 |
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66d8b9050c
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Parse spawn groups from tiled map data.
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2023-06-21 01:50:28 -07:00 |
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89473d417c
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We no longer read invalid tags or lone tags.
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2023-06-21 01:07:14 -07:00 |
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635f580ba6
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Proper handling of names with spaces in parsing.
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2023-06-21 00:58:10 -07:00 |
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5967b1823f
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Fix up TMXParser. Make the map levels not as buggy to edit.
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2023-06-21 00:34:09 -07:00 |
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ccfeae19d4
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Sonic Slash implemented for Warrior. Build updated w/new features.
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2023-06-20 19:13:45 -07:00 |
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dd75b5b52d
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Tested build for correction to Issue #8
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2023-06-20 16:56:56 -07:00 |
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ca151cedd9
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Add Sonic Slash graphics. Fixed Issue #8 such that larger enemies are no longer affected by Battlecry.
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2023-06-20 16:50:56 -07:00 |
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