8 years agoShouldn't be able to damage other characters now.
Shouldn't be able to damage other characters now.
Adding AI to monsters. AI still has some bugs to be worked out. Put it should compile and run.
8 years agoReseting the map seems to be working now.
Reseting the map seems to be working now.
colosseum is now crowded with monsters; made the SaberMonster moving code more robust so they will now chart new paths around obstacles; *Important* PathFinder.GetPath now will include the destination point in the returned list.
New IEntity properties: Coordinates (set), Identifier. Loadable entities should now keep the identifier character to implement the Identifier property.
Documented Game methods and added new ones: AdvanceLevel, Reset, RemoveEntity.
New Map property: Map.Next gets the name of the next map to load.
Parse.Constant change: return type is now nullable and will return null if parsing fails.
Refined triggers/scripts: added trigger options, more consistent behavior, many more functions.
Added key/lock design concept to level1, using Player.Inventory.
New property IEntity.IsCollidable so entities can let the collision code know whether or not they are collidable. Entities that are not collidable can exist in the same cells with other entities, but of course only one collidable entity can exist in a cell.
Implemented tile flags so we can define and determine what a tile is supposed to represent. This is needed to determine the walkability of certain tiles, and apparently the AI also needs to determine walls.
with more than one player.
8 years agoMonster has health now.
8 years agoMelee has a cooldown now.
Melee has a cooldown now.
8 years agoScoring implemented, melee attack implemented.
Scoring implemented, melee attack implemented.
AI initial calculations almost done, still a few small bugs. Used to determine lines of sight.
8 years agoFixed path finder thrown exception when finding a path to the cell you are already at.
Fixed path finder thrown exception when finding a path to the cell you are already at.
Map stable renamed to level1.cfmap. Campaign maps will be named like this... level1, level2, etc.
Fixed a bug where entities were not being reported as occupying a cell.
Map shouldn't keep a reference to the game as if it were a property, but it is needed to construct entities; so just pass a game reference to the entity getters.
8 years agoRearranged stuff to make scoring work.
Rearranged stuff to make scoring work.
9 years agoBasic character selection screen.
9 years agoCharacter selection is now done in the Game Class instead of the display class.
Character selection is now done in the Game Class instead of the display class.
9 years agoJust some graphics for now, still working on the animation class.
Just some graphics for now, still working on the animation class.
9 years agoremoved more outdated code.
9 years agoremoved outdated code.
9 years agoDocumented the sample monster.
SaberMonster loads from map file and walks around using the path finder, and a lot of refactoring.
9 years agoPlayer can now stop and 'aim' by pressing left control.
Player can now stop and 'aim' by pressing left control.
9 years agoModified Projectiles to work with MovementManager.
Modified Projectiles to work with MovementManager.
Projectiles can now be fired in all eight directions.
New MovementManager properties (IsMoving and Direction) the animation class will need to use.
9 years agoSmooth movement between cells.
Tested with two computers over the network..
9 years agoSmooth player movement... still has some issues.
Smooth player movement... still has some issues.
9 years agoDocumentation for Map.Zoom.
- Timer is a basic event scheduler.
- IPriorityQueue, BinaryHeap is a basic heap... not sure why .Net doesn't provide one.
- PathFinder lets your search the map for paths.
- Script is a WIP.
Map.Reset to remove any modifications to the map after it was loaded.
Map.Zoom to change the zoom of the map in-game... for testing and debugging.
Removed my map-testing junk from the base game class.
9 years agoSlightly improved commenting.
9 years agoFixed a bug with projectiles - they would go through walls sometimes.
Fixed a bug with projectiles - they would go through walls sometimes.
9 years agoPlayers now spawn projectiles... still kind of buggy.
Players now spawn projectiles... still kind of buggy.
New map methods Map.SetCell and Map.ClearCell to modify the tiles of the map. These will be needed by the script class.
9 years agoSingle Player test - Player will shoot in one direction and screen will follow him.
Single Player test - Player will shoot in one direction and screen will follow him.
9 years agoMore test projectiles in the display class.
More test projectiles in the display class.
Moved some basic stuff around to remove the CharacterTestBed, everything should compile now.
9 years agoAllowed Game to start with less than 4 players.
Allowed Game to start with less than 4 players.
9 years agoEntity loading implemented.
New parsing method for single characters.
Refactored the map reader a bit.
Updated documentation related to entity-loading changes.
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