- 07 May, 2021 1 commit
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Adam Gausmann authored
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- 05 May, 2021 10 commits
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Adam Gausmann authored
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Adam Gausmann authored
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Adam Gausmann authored
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tgw3ff authored
The player camer no longer reveals the entire level.
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tgw3ff authored
The end of the level hole is now a staircase. This makes it stand out from the surroundings more, letting the player know that it is important.
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Adam Gausmann authored
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Adam Gausmann authored
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Adam Gausmann authored
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Adam Gausmann authored
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Adam Gausmann authored
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- 04 May, 2021 4 commits
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tgw3ff authored
The player character now had a max_health variable along with their health variable. Upon opening a chest, the player will either have their health replenished by a random integer betweeen a pre-defined range, or have their max_health upgraded by a random integer in the same range. If the player is at max health when opening a chest, they will never have their health replenished, but instead will always have their max_health upgraded.
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tgw3ff authored
0 to 3 interactible chests will now spawn on each floor. Loot for chests still needs to be implemented.
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tgw3ff authored
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tgw3ff authored
The enemy spawning algorithm was not behaving as intended. This commit fixes that as well as optimizing to logic to decrease related slow-downs.
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- 03 May, 2021 2 commits
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tgw3ff authored
The map generator will now choose random cells to be enemy spawn locations, up to a number of spawns less than a defined percentage of the total possible enemy spawn locations. Enemy spawns are never closer than a pre-defined distance from the player's spawn and never directly adjecent to a hole. The tilemap script also will ensure that enemies never spawn inside a collidable tile. This means that enemies will never spawn trapped inside of the level geometry.
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tgw3ff authored
Implement Safe Player Spawning, Hole Functionality, Level Advancement, Level Score, Obstacle Destruction The player will now always spawn in a non-obstructed location. When the player steps onto a hole, they will be teleported to the hole's destination. If the hole has no destination, the player will instead by spawned into a new level/map. The player node now contains a level counter to track the player's progress. This score is also displayed on screen. This needs to be tidied up, graphically. If the player collides with a destructable obstacle, the obstacle will now be destroyed. This takes the player's full turn to do, however.
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- 02 May, 2021 3 commits
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tgw3ff authored
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tgw3ff authored
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tgw3ff authored
Biomes that are now implemented are the boulder and mushroom biomes. Lake biome will be implemented if time allows after the player character has a way to traverse water tiles. Brick biomes, or brick paths will be implemented if time allows. There is a tree that spans across each cave room in the map. For each line that branches off a room, a hole is spawned in that room and linked to a hole in the room on the opposite end of the line. There is also one hole placed in a random cave room that is not linked to any other holes. This hole will serve as the end of the level. This branch is ready to have the player character branch merged into it as that branch contains the player teleportation feature needed for additional development.
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- 25 Apr, 2021 1 commit
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Ethan Huneke authored
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- 23 Apr, 2021 1 commit
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tgw3ff authored
The isolated rooms of the map are now detected and a modified Kruskal's algorithm is used to create a tree spanning all of said rooms. This algorithm will be modified so that the smallest rooms will not have so many branches off of them in the tree that they cannot contain all of the holes that will be created because of those branches. Cell and Room classes will be created to make the code easier to understand as well as to support hole placement, biome placement, landmark spawning, and enemy spawning.
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- 18 Apr, 2021 1 commit
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tgw3ff authored
The code for the map generation is now seperate from the tile placement code. The map generation code is located in the new MapGenerator.gd script. In the 2D array of ints that represented the map, 0's equated to empty spaces and 1's equated to walls. Now the value assigned to the enum EMPTY equates to empty spaces and the value assigned to the enum WALL in the map generator script equates to walls. This serves to future proof the code as enums for the rest of the possible tiles, such as WATER, BRICK, and ROCK_T (rock terrain), are also present.
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- 16 Apr, 2021 1 commit
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dsxfbz authored
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- 13 Apr, 2021 1 commit
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tgw3ff authored
Three more invalid wall patterns were discovered. They have now been added to the list of invalid wall patterns to check for.
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- 12 Apr, 2021 6 commits
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dsxfbz authored
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dsxfbz authored
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dsxfbz authored
Merge branch 'ActorManager' of https://git-classes.mst.edu/tgw3ff/2021-sp-cs4096-97-tdg into ActorManager
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dsxfbz authored
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Ethan Huneke authored
Health and dash
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dsxfbz authored
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- 06 Apr, 2021 1 commit
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tgw3ff authored
The new sprite for the player character, as well as sprites for multiple different enemies have been imported into the .../assets/ folder. The Player actor now uses its updated texture and the Enemy actor now uses the "slime.png" texture. The Player and TestEnemy scripts now have added logic to flip their sprites horizontally when changing horizontal directions.
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- 31 Mar, 2021 1 commit
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dsxfbz authored
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- 30 Mar, 2021 2 commits
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dsxfbz authored
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Adam Gausmann authored
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- 29 Mar, 2021 4 commits
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tgw3ff authored
Map generator See merge request tgw3ff/2021-sp-cs4096-97-tdg!2
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tgw3ff authored
Added an algorithm in the Tileset.gd script that knows a set of 3x3 matrixes that are not allowed to appear in the map, as they will cause texture issues. The algorithm then replaces these occurences with matrices that are allowed by the tileset. There are a few edge cases where there isn't a texture for certain wall configurations, but it is considerably more rare now. A quick algorithm also sprinkles at random some of the terrain tiles. Some are collidable (like the boulders), and some are not (such as the grass). I will replace this system for a much more robust one in the future.
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tgw3ff authored
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tgw3ff authored
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- 26 Mar, 2021 1 commit
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tgw3ff authored
The player scene now has a working camera node. An enemy scene was also created. The enemy scene is identical in nearly all aspects except that it does not have a camera node and has the TestEnemy.gd script attached instead.
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