Commit Graph

46 Commits

Author SHA1 Message Date
nek0 de22c2fffe zero allmovement in collision direction 2021-01-20 05:21:50 +01:00
nek0 bf04946a1b add collision direction to overlaps and make unground possible in movement 2021-01-20 04:40:57 +01:00
nek0 ae38902d9c restructuring 2021-01-19 21:46:17 +01:00
nek0 fe947c8ba5 stop lerping on collision with vertical wall 2021-01-19 12:50:15 +01:00
nek0 bb61df8b6d more granular reaction 2021-01-17 20:29:27 +01:00
nek0 a99a70eb9d make better collision reaction 2021-01-17 02:30:45 +01:00
nek0 430e2fff14 reworked collision again 2021-01-14 23:08:24 +01:00
nek0 8627f80be2 tinkering with collision and movement 2021-01-12 03:12:02 +01:00
nek0 6a4c0e5b42 adjust gravitation and jump 2021-01-12 00:53:00 +01:00
nek0 e820437bdf first jump implementation 2021-01-12 00:51:58 +01:00
nek0 24a04ecb36 prepare for keyboard input events 2021-01-11 12:01:07 +01:00
nek0 5ec8901dd7 split Scene 'Test' up in submodules per method and hunt warnings 2021-01-11 10:33:20 +01:00
nek0 3797869d14 mitigate 'swamping' and hunt warnings 2021-01-03 01:43:37 +01:00
nek0 2f8b9054f2 implement physics including collision detection and handling 2021-01-02 13:32:20 +01:00
nek0 4137101dbc make Pituicat an Actor and update it properly 2020-12-24 12:02:09 +01:00
nek0 3bfa8671b0 do not limit texture color 2020-12-23 17:16:30 +01:00
nek0 675b0ff155 we have a player! 2020-12-23 16:39:45 +01:00
nek0 2f03adc8f4 add player and tinker around 2020-12-23 07:47:20 +01:00
nek0 a859814fda fix infinite loop when expanding buffers 2020-12-23 07:20:23 +01:00
nek0 5c90eee84a preparations for populating the stage with actors and props 2020-12-16 18:57:37 +01:00
nek0 c557b9cc3c make drawables and fix tiles to make it work 2020-12-14 08:00:21 +01:00
nek0 9c2f93a60c move more stuff around 2020-12-14 03:27:21 +01:00
nek0 efbbc49b54 get a texture to show up correctly 2020-12-14 03:12:33 +01:00
nek0 b176155b8a move stuff around 2020-12-14 03:11:46 +01:00
nek0 e4bd5198e0 fix haddock markup 2020-12-07 17:09:05 +01:00
nek0 1eae6ae381 fix haddock markup 2020-12-07 16:03:16 +01:00
nek0 7142ce9b55 bind buffers before reading from them 2020-12-07 16:02:57 +01:00
nek0 ec087113f8 preapare for textures 2020-12-07 00:26:17 +01:00
nek0 b3e1d204c5 get something on screen. finally. 2020-12-06 08:14:57 +01:00
nek0 a9165b852a change byte offset to offset in number of buffer elements 2020-12-05 10:40:07 +01:00
nek0 0fb10b0981 lots of plumbing to automate stuff 2020-12-05 10:10:37 +01:00
nek0 de5e692305 try out some freshly discovered magic tricks 2020-12-04 05:22:56 +01:00
nek0 dc78b0fe7b meow 2020-10-28 11:48:58 +01:00
nek0 3b5d0a90ad introduce scenes and thus get rid of overly big enums 2020-10-25 19:33:18 +01:00
nek0 00ac2ef5b2 preparing for graphics 2020-10-17 16:19:18 +02:00
nek0 2e280d6e19 Draft more state implementation and make engine verbose 2020-10-17 10:35:25 +02:00
nek0 ff77587042 working on textures 2020-10-12 06:08:33 +02:00
nek0 31a58280ae successful read of map layer 2020-10-10 01:00:33 +02:00
nek0 a1144db6d9 expand on types 2020-10-09 05:51:00 +02:00
nek0 bb364d6b1a remove doubles 2020-10-09 05:28:04 +02:00
nek0 12b788af5e more types 2020-10-06 04:19:07 +02:00
nek0 0c53c11942 meow 2020-09-24 06:14:44 +02:00
nek0 9b30b11e18 meow 2020-09-24 01:26:47 +02:00
nek0 b945cc1fb6 bumping types around 2020-09-22 14:07:13 +02:00
nek0 f5353c5de2 start laying out types 2020-09-21 04:26:45 +02:00
nek0 fd06185f6a meow 2020-09-02 08:56:54 +02:00