doodle/pkg/collision
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
..
actors_test.go Doodads: Crumbly Floor, Start Flag & State Blocks 2019-12-30 18:13:28 -08:00
bounding_rect.go Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
collide_actors.go Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
collide_level.go Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
debug_box.go Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
level_test.go Change types int32 -> int per upstream render and ui library 2019-12-27 19:16:34 -08:00