doodle/docs
Noah 08e65c32b5 Overhaul the Platformer Physics System
* Player character now experiences acceleration and friction when
  walking around the map!
* Actor position and movement had to be converted from int's
  (render.Point) to float64's to support fine-grained acceleration
  steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
  for render.Point. Vector is used for uix.Actor.Position() for the sake
  of movement math. Vector is flattened back to a render.Point for
  collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
  can have a Position that's a Vector instead of a Point). This broke
  some code that expected `.Doodad` to directly reference the
  Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
  was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
  collision, where it uses its own slimmer Actor interface for just the
  relevant methods it needs.
2020-04-04 21:00:32 -07:00
..
public Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
Doodad Ideas.md Add app version/update check to the Main Scene 2020-01-01 17:50:15 -08:00
Doodad Scripts.md Wallpapers and Bounded Levels 2018-10-27 22:35:06 -07:00
Grid Data Structure.md Check in updated docs before break 2018-08-22 10:01:02 -07:00
Milestones.md Clean up documentation 2019-06-25 18:58:48 -07:00
Release Modes.md Shareware Build Flags 2019-04-19 17:23:37 -07:00
Shell.md Fix Actor Collision Checks Again 2020-01-02 22:05:49 -08:00
UI Ideas.md Drag Doodads Onto Levels in Edit Mode 2018-10-20 16:03:59 -07:00