doodle/dev-assets/doodads
Noah Petherbridge 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
..
azulian Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
buttons Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
crumbly-floor Fix Actor Collision Checks Again 2020-01-02 22:05:49 -08:00
doors Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
objects Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
on-off Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
switches Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
test Initial Doodad JavaScript System 2019-04-15 23:07:40 -07:00
trapdoors Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
build.sh New (Colored) Locked Door Doodads 2020-04-02 21:43:41 -07:00
mischievous.js Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
palette.json 1st Round of Doodad Sprites + Improve Doodad Tool 2019-04-17 00:02:41 -07:00