log nagslang/screens/area.py @ 647:aeb366d97774

age author description
Sun, 08 Sep 2013 02:02:09 +0200 Stefano Rivera Show splash image on startup
Sun, 08 Sep 2013 01:35:45 +0200 Jeremy Thurgood Increased health.
Sun, 08 Sep 2013 01:14:56 +0200 Stefano Rivera Reset health on level change
Sun, 08 Sep 2013 00:25:29 +0200 Simon Cross Allow music volume to be specified.
Sat, 07 Sep 2013 23:15:06 +0200 Stefano Rivera Play the level's configured sound
Sat, 07 Sep 2013 22:03:09 +0200 Stefano Rivera Inventory
Sat, 07 Sep 2013 20:20:25 +0200 Stefano Rivera Ephemeral messages
Sat, 07 Sep 2013 19:31:30 +0200 Stefano Rivera debug print on teleport
Sat, 07 Sep 2013 19:28:27 +0200 Jeremy Thurgood Fix slow rendering. \o/
Sat, 07 Sep 2013 18:38:40 +0200 Stefano Rivera Rearrange progress saving, to happen on room entrance
Sat, 07 Sep 2013 18:26:21 +0200 Neil Muller Tweak surface creation
Sat, 07 Sep 2013 17:07:07 +0200 Simon Cross Set clip rect on mysurface.
Sat, 07 Sep 2013 16:53:09 +0200 Stefano Rivera Only print the death position in debug mode
Sat, 07 Sep 2013 16:25:08 +0200 Simon Cross None is the same as not changing screen (it's dry but you can commit it).
Sat, 07 Sep 2013 16:22:14 +0200 David Sharpe Added and working on hangar.
Sat, 07 Sep 2013 14:36:09 +0200 Stefano Rivera Add Death event to reduce death code duplication
Sat, 07 Sep 2013 14:26:28 +0200 Stefano Rivera Replace menu and death screen with the starting level
Sat, 07 Sep 2013 11:16:59 +0200 Stefano Rivera No, we really don't need EnemyDeathEvent
Sat, 07 Sep 2013 01:21:32 +0200 Stefano Rivera Reselt world on death
Sat, 07 Sep 2013 01:05:18 +0200 Neil Muller Pass layout hint to overlays
Sat, 07 Sep 2013 01:10:53 +0200 Stefano Rivera Use Result instead of ClawEvent
Sat, 07 Sep 2013 01:04:01 +0200 Stefano Rivera Use Result to handle firing
Sat, 07 Sep 2013 00:42:09 +0200 Stefano Rivera Use Result to handle enemy death (but keep the event for accounting purposes)
Fri, 06 Sep 2013 23:58:15 +0200 Stefano Rivera Use a result object to get new drawables back to the area
Fri, 06 Sep 2013 21:56:57 +0200 Jeremy Thurgood Automatic weapons.
Fri, 06 Sep 2013 20:59:37 +0200 Jeremy Thurgood More sensible health bar positioning.
Fri, 06 Sep 2013 20:25:06 +0200 Stefano Rivera Acid attacks shoot things that look like acid
Fri, 06 Sep 2013 15:40:35 +0200 Jeremy Thurgood Health bar transparency.
Fri, 06 Sep 2013 13:42:42 +0200 Stefano Rivera Remember start position on a level (a bit hacky)
Fri, 06 Sep 2013 12:59:51 +0200 Stefano Rivera Resume from the previous level
Fri, 06 Sep 2013 12:48:03 +0200 Jeremy Thurgood Less violent werewolf health colour.
Fri, 06 Sep 2013 12:22:02 +0200 Jeremy Thurgood Better key handling, form change delay.
Fri, 06 Sep 2013 10:49:19 +0200 Jeremy Thurgood Better wolf claw attack.
Fri, 06 Sep 2013 02:03:16 +0200 Simon Cross Add means for listing levels and areas.
Fri, 06 Sep 2013 02:01:30 +0200 Stefano Rivera Open bulkheads are no longer opaque to furniture
Fri, 06 Sep 2013 00:45:52 +0200 David Sharpe PEP8
Fri, 06 Sep 2013 00:37:26 +0200 David Sharpe Basic claw attack, stealing liberally from other people's code! ;)
Fri, 06 Sep 2013 00:36:14 +0200 Stefano Rivera Enemies leave corpses
Fri, 06 Sep 2013 00:32:38 +0200 Neil Muller Rename animate to update and pass seconds, for future fun
Fri, 06 Sep 2013 00:17:22 +0200 Stefano Rivera Enemies now die
Thu, 05 Sep 2013 23:56:44 +0200 Neil Muller Fix timing issues
Thu, 05 Sep 2013 23:56:25 +0200 Jeremy Thurgood Walls need WALL_COLLISION_TYPE.
Thu, 05 Sep 2013 23:26:13 +0200 Stefano Rivera Bullets that mostly die when they hit things
Thu, 05 Sep 2013 16:15:37 +0200 Stefano Rivera Fire on Ctrl too (z isn't convenient on Dvorak)
Thu, 05 Sep 2013 15:58:24 +0200 Jeremy Thurgood Protagonist actions, now required for operating doors.
Thu, 05 Sep 2013 13:47:22 +0200 Neil Muller Don't crash on empty walls
Thu, 05 Sep 2013 13:15:31 +0200 Neil Muller Protagonist and enemies should see the world
Thu, 05 Sep 2013 13:09:14 +0200 Neil Muller Move protagonist to the world
Thu, 05 Sep 2013 01:16:40 +0200 Simon Cross Stop music when the level ends.
Thu, 05 Sep 2013 00:54:26 +0200 Simon Cross Add first draft of sound support.
Thu, 05 Sep 2013 00:41:42 +0200 David Sharpe Pep8
Thu, 05 Sep 2013 00:37:48 +0200 David Sharpe Correcting damage application
Thu, 05 Sep 2013 00:36:30 +0200 Stefano Rivera (really rubbish) bullets
Thu, 05 Sep 2013 00:05:17 +0200 David Sharpe Added collision damage with enemies.
Thu, 05 Sep 2013 00:08:58 +0200 David Sharpe PEP8
Thu, 05 Sep 2013 00:06:37 +0200 Jeremy Thurgood Collision handlers get the protagonist.
Wed, 04 Sep 2013 22:48:10 +0200 David Sharpe Pep8
Wed, 04 Sep 2013 22:46:29 +0200 David Sharpe Added health to protagonist.
Wed, 04 Sep 2013 22:26:15 +0200 David Sharpe Merge
Wed, 04 Sep 2013 22:25:54 +0200 David Sharpe Added health bar to main screen.
Wed, 04 Sep 2013 22:07:20 +0200 Neil Muller Add a world object to collect some stats
Wed, 04 Sep 2013 00:11:29 +0200 Neil Muller Pass display offset to overlays for when the display is larger than the level
Tue, 03 Sep 2013 21:16:22 +0200 Jeremy Thurgood Document collision handler a little better.
Tue, 03 Sep 2013 21:47:24 +0200 Stefano Rivera Overlay notes
Tue, 03 Sep 2013 21:44:55 +0200 Neil Muller Don't render the old scene with the protagnist's new position during scene changes
Tue, 03 Sep 2013 20:24:25 +0200 Jeremy Thurgood Better collision handling, potentially locked doors.
Tue, 03 Sep 2013 16:58:45 +0200 Neil Muller Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a door
Mon, 02 Sep 2013 23:13:03 +0200 Jeremy Thurgood Fix imports.
Mon, 02 Sep 2013 23:12:15 +0200 Jeremy Thurgood Remove hardcoded level hackery.
Mon, 02 Sep 2013 23:05:25 +0200 Jeremy Thurgood Load game objects from level.
Mon, 02 Sep 2013 22:35:41 +0200 Neil Muller Hook up protagnist animations
Mon, 02 Sep 2013 18:31:03 +0200 Jeremy Thurgood Two switch puzzle!
Mon, 02 Sep 2013 18:05:03 +0200 Jeremy Thurgood A box.
Mon, 02 Sep 2013 17:22:42 +0200 Neil Muller Handle case of display larger than the level better
Mon, 02 Sep 2013 14:01:55 +0200 Jeremy Thurgood Layered drawing.
Mon, 02 Sep 2013 13:48:24 +0200 Jeremy Thurgood FloorLight, linked to a FloorSwitch.
Mon, 02 Sep 2013 13:29:30 +0200 Jeremy Thurgood List of drawables in area.
Mon, 02 Sep 2013 12:01:25 +0200 Jeremy Thurgood Cleaner direction key management.
Mon, 02 Sep 2013 11:41:39 +0200 Jeremy Thurgood Add WASD controls, switch to "c" for form change.
Mon, 02 Sep 2013 11:10:50 +0200 Jeremy Thurgood Rectangular human protagonist shape, refactored physicsers.
Mon, 02 Sep 2013 08:47:05 +0200 Jeremy Thurgood Start next to the wall, not in it.
Sun, 01 Sep 2013 23:18:47 +0200 Neil Muller Hack in viewport
Sun, 01 Sep 2013 23:00:45 +0200 Neil Muller Tweak render order
Sun, 01 Sep 2013 22:54:53 +0200 Neil Muller Point pymunk at a screen surface, not the display to make things saner
Sun, 01 Sep 2013 22:58:04 +0200 davidsharpe Fix whitespace again.
Sun, 01 Sep 2013 22:56:26 +0200 davidsharpe Fix whitespace.
Sun, 01 Sep 2013 22:53:37 +0200 davidsharpe Floor switch with horrible hackery.
Sun, 01 Sep 2013 19:31:39 +0200 Jeremy Thurgood Move protagonist object to the right place.
Sun, 01 Sep 2013 19:18:45 +0200 Jeremy Thurgood Unused import.
Sun, 01 Sep 2013 19:18:12 +0200 Jeremy Thurgood Put werewolf facing direction magic back.
Sun, 01 Sep 2013 18:56:03 +0200 Jeremy Thurgood Fix import.
Sun, 01 Sep 2013 18:48:55 +0200 Jeremy Thurgood Start of game object stuff.
Sun, 01 Sep 2013 18:57:16 +0200 Stefano Rivera Centre the wolf on its body
Sun, 01 Sep 2013 18:51:06 +0200 Stefano Rivera Now with a werewolf
Sun, 01 Sep 2013 18:39:37 +0200 Simon Cross Draw all the walls.
Sun, 01 Sep 2013 18:34:38 +0200 Simon Cross Tweak wall thickness and human impulse.
Sun, 01 Sep 2013 18:28:33 +0200 Neil Muller Approximate levels and walls
Sun, 01 Sep 2013 18:22:46 +0200 Simon Cross Better movement and swap between werewolf and human form with 'w' (hodgestar, decoy).
Sun, 01 Sep 2013 17:06:06 +0200 Simon Cross Give screens a name and a world.
Sun, 01 Sep 2013 16:50:57 +0200 Simon Cross Remove unused import.
Sun, 01 Sep 2013 16:50:06 +0200 Simon Cross Move and hold.
Sun, 01 Sep 2013 16:03:04 +0200 Simon Cross A werewolf always knows where she's going.
Sun, 01 Sep 2013 15:57:07 +0200 Simon Cross Consider a spherical werewolf.
Sun, 01 Sep 2013 15:34:57 +0200 Simon Cross Fake area.
Sun, 01 Sep 2013 15:18:11 +0200 Simon Cross Hook up area.
Sun, 01 Sep 2013 14:48:21 +0200 Simon Cross Screens.