Noah Petherbridge
08e65c32b5
* 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. |
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.. | ||
down.gif | ||
down.js | ||
down1.png | ||
down2.png | ||
down3.png | ||
down4.png | ||
left1.png | ||
left2.png | ||
left3.png | ||
left4.png | ||
README.md | ||
right1.png | ||
right2.png | ||
right3.png | ||
right4.png | ||
trapdoor.js | ||
up1.png | ||
up2.png | ||
up3.png | ||
up4.png |
Button Doodads
doodad convert -t "Trapdoor Down" down{1,2,3}.png trapdoor-down.doodad