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I Use This!
Inactive

Commits : Listings

Analyzed 1 day ago. based on code collected 1 day ago.
Apr 22, 2023 — Apr 22, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
Implemented collision groups to prevent collision between an attacker and it's own attack. More... about 9 years ago
Attacks now work physially OK, but need to eliminate attacker's collision with own attacks. More... about 9 years ago
Fixed a bug in the draw queue. Attacks no disappear after time, next also on sprite and in the right location. More... about 9 years ago
Changed the interface between the C side and the mruby sie a bit. Still working on attacks... More... about 9 years ago
Setting everything in place to prepare for attacks. * Scripted timers are working correctly * Now sprites will signal the script on the end of one shot animations. More... about 9 years ago
Cleaned up more, gave every Thing it's own Sprite, and also implemented script-side timers. More... about 9 years ago
Tup buildsystem and various cleanups. Now, the script anot set the ID of a Thing or a sprite anymore and just accepts the one that the C side generates. This is a simplification. Also get rid of the "getornew" concept on the C side which is confusing and redundant. Remove alot of unneeded C files as well. More... about 9 years ago
Adding flag to hulls to work on playability and attacks. More... about 9 years ago
Enhaning the physics engine to allow attacks and get to a playable state. More... about 9 years ago
Horizontally and vertically flipped tiles now work for TMX maps. Also replaced most printfs by logging now. More... about 9 years ago
Getting rid of printfs and replace them by logging (part 1) Also includes some work on supportng TMX flipped tiles. More... about 9 years ago
TMX Tile animations are not offset by firstgid. TMX-style animation now works. More... about 9 years ago
Getting rid of libxml. (Begone already!) More... about 9 years ago
Getting rid of libxml2 completely. More... about 9 years ago
Using my own xml parser for the tmx files and drop the libxml2 dependency. More... about 9 years ago
Ready to try to parse the maps with my own parser. More... about 9 years ago
My own xml parser can parse the map files! Now to use it in the engine as well... More... about 9 years ago
Working on own XML parser yet again. More... about 9 years ago
Messing with xml parers. ezxml is too messy to my taste so here I go again rolling my own :p. More... about 9 years ago
Incorporating ezxml into Eruta. This commit does not work bnut takes the unmodified upstream parent to make upgrading later easier. More... about 9 years ago
Sprite animations can now also be one shot and stop. Drop animation is now correct. More... about 9 years ago
Now one-shot animations work. Refactoring physics engine to also support more collision shapes. More... about 9 years ago
Working on sprite state. More... about 9 years ago
Finaly refurbished the sprite subsystem and loading somewhat. Oversize weapons now work properly at the cost of specifing the offset exactly. Also increased the amount of layers to 64, and staggered them so custom layers can be inserted in between the existing engine defined ones. More... about 9 years ago
Cleaning up and refactoring the sprite system, but it doesn't work correctly yet. More... about 9 years ago
Refactoring sprite engine/ More... about 9 years ago
Refactored sprite lists and states to separate files to clean up sprite.c a bit. More... about 9 years ago
Refactoring sprite into several files for beter modularity. More... about 9 years ago
Overhaling the sprite system as loadin oversize sprites doesn't work and the code is quite hard to understand. More... about 9 years ago
Fix refactoring of rh.c and start with loading of oversized sprite layers More... about 9 years ago