Florian Rival
3a9f896f04
Add hot reloader (electron app only)
2020-07-25 14:23:00 +01:00
Aurélien Vivet
18be9f5450
Add more conditions/expressions to the Platformer Objects ( #1819 )
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* Add the speed, jump speed and fall speed.
* Add condition to check if platforms can be grabbed
* Add condition to check if the object can jump
2020-06-18 08:41:15 +01:00
Florian Rival
9ed2665542
Fix ladder climbing speed not working on existing games
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Don't show in changelog
2020-06-10 22:01:10 +01:00
Sanskar Bajpai
ee338f6657
Add property to customize the ladder climbing speed for Platformer objects ( #1578 )
2020-06-10 21:43:59 +01:00
Florian Rival
804a07c56e
Add "Jump sustain time" to Platformer Object behavior ( #1650 )
2020-04-14 11:24:45 +02:00
Garett Tok Ern Liang
348459481a
Fix Left/Right Ctrl/Shift/Alt/Meta not recognised as separate keys ( #1553 )
2020-03-25 21:13:08 +01:00
Florian Rival
1193e1bbd0
Run Prettier autoformatting on some files
2020-03-19 23:17:38 +01:00
Arthur Pacaud
054e48227c
Make object and behavior registering more explicit ( #1379 )
2020-01-17 22:49:24 +00:00
Florian Rival
23987f63c7
Change sprites flipping to use the center point as center for flipping
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As flipping can be considered as a way to "rotate" things, it makes sense to have it used as a center for flipping too.i
This is useful for objects that are moving and can be flipped according to if they are going left or right: they can now
be rotated and flipped "properly" (properly means that the center will stay at the same position when flipped/rotated)
This means that the center point won't move when the sprite is rotated or flipped.
The origin is still used as the point not moving in case of scaling. (this make sense because scaling is about the size, and origin about positioning)
This remove some calculations in the renderers, but add others in getDrawableX/Y and getCenterX/Y in case of flipping.
2019-10-26 11:04:23 +01:00
Florian Rival
a3d5a731f6
Fix improper landing on jumpthru when jumping from behind in PlatformerObject behavior
2019-07-28 21:03:22 +01:00
Florian Rival
0f24410a2e
Fix platform engine 1-pixel offset bug
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* "Bug" is fixed by ignoring edges when doing collision tests for
the platform engine.
* Also add an option to round coordinates and ensure pixel-perfect
alignement of characters on platforms (on by default)
* Also add an optional parameter to ignore edges when
doing a collision test (or when separating objects)
2018-12-26 23:22:10 +01:00
Wend1go
0e9dfb3889
Add annotations to Platformer Object
2018-08-29 11:59:42 +02:00
Florian Rival
ca789c7b0b
Fix PlatformerObject behavior not properly staying on floor after object resize
2018-07-12 23:11:24 +01:00
Florian Rival
f7ae28bea9
Fix PlatformerObjectRuntimeBehavior using too much potential platforms for collision detection
2018-06-23 11:43:33 +01:00
Florian Rival
42022290b8
Refactor gdjs.RuntimeObject and behaviors to allow per-layer timescale
2016-12-01 22:18:08 +01:00
Florian Rival
682efcbfdc
Avoid allocation in gdjs.PlatformerObjectRuntimeBehavior and add TODO where allocations should be removed
2016-08-14 18:59:42 +02:00
Florian Rival
f26357c9b8
Fix platformer objects stuck in floor when resized when the origin is not at the top left of the object
2016-07-02 18:30:51 +02:00
Florian Rival
b620737b18
Rework platform ledge grabbing mechanism
2016-05-16 22:31:33 +02:00
Florian Rival
bcb9b03eab
Fix missing Release key handling in platformer "Simulate key press" action
2016-05-15 17:36:24 +02:00
Florian Rival
667d0a1f4a
Add options to allow ledged grab on platform/platformer behaviors + test game
2016-05-15 17:36:24 +02:00
Florian Rival
de9d6bd103
[WIP] Allow to release the grabbed platform with down key
2016-05-15 17:36:24 +02:00
Florian Rival
ba625133f1
[WIP] Rework platform grabbing to avoid issues with floor and rescaled sprites (and avoid relying on object.getX/getY)
2016-05-15 17:36:24 +02:00
Florian Rival
44ce216894
[WIP] Add ability for platformer objects to grab platforms
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TODO: Add a testbed in GDJS/tests
2016-05-15 17:36:23 +02:00
Florian Rival
c88f7e53c0
Rework PlatformBehavior to avoid creating temporary objects. Remove dead code in HSHG and avoid temp objects/arrays
2016-04-27 23:03:46 +02:00
Florian Rival
ab2a347f97
Avoid creating a new Hashtable each tick in PlatformerObjectRuntimeBehavior and avoid creating temporary objects/arrays
2016-04-27 00:31:36 +02:00
Florian Rival
e444e80493
Update copyrights year
2016-01-14 19:46:56 +01:00
Florian Rival
cf2100a626
Refactor time management into gdjs.TimeManager for HTML5 game engine
2015-10-11 20:39:10 +02:00
Florian Rival
4b3b5a9bbe
Fix 'an behavior' and wording
2015-08-18 18:36:52 +02:00
Florian Rival
428e72914d
[WIP] Rename Automatism to Behavior
2015-08-17 23:52:59 +02:00