log skaapsteker/sprites/player.py @ 362:02bf05964619

age author description
Sat, 09 Apr 2011 14:25:45 +0200 Simon Cross FIREBALLS!
Sat, 09 Apr 2011 14:14:53 +0200 Jeremy Thurgood Only drop items while standing on ground.
Sat, 09 Apr 2011 14:03:44 +0200 Stefano Rivera Centre small inventory items rather than resizing
Sat, 09 Apr 2011 14:02:13 +0200 Simon Cross Have fireballs appear in the right place.
Sat, 09 Apr 2011 13:56:48 +0200 Neil Muller Don't allow tranformations if they'll get us stuck
Sat, 09 Apr 2011 13:30:44 +0200 Neil Muller Hook up transformation
Sat, 09 Apr 2011 13:30:26 +0200 Simon Cross Hook up smaller fireball images. Set fireball facing.
Sat, 09 Apr 2011 13:04:25 +0200 Simon Cross Immolation fox.
Sat, 09 Apr 2011 12:55:38 +0200 Jeremy Thurgood Collect haiku scrolls.
Sat, 09 Apr 2011 12:53:49 +0200 Simon Cross Rename ItemRepopulationEvent to AddSprite before repurposing it for fireballs.
Sat, 09 Apr 2011 12:29:34 +0200 Simon Cross Hook up fire buttons to attack functions. Use correct check for tails. Add skeleton for projectiles.
Sat, 09 Apr 2011 12:15:19 +0200 Jeremy Thurgood Added aburage.
Sat, 09 Apr 2011 02:16:03 +0200 Neil Muller don't set position and level when creating a sprite just for the inventory image
Sat, 09 Apr 2011 01:29:25 +0200 Neil Muller Reset animation clock when starting attack animation
Sat, 09 Apr 2011 00:56:34 +0200 Neil Muller Refresh inventory image on all inventory changes
Sat, 09 Apr 2011 00:04:35 +0200 Neil Muller Recreate inventory image on scene changes
Fri, 08 Apr 2011 23:29:24 +0200 Neil Muller Add inventory drawing
Fri, 08 Apr 2011 22:29:49 +0200 Jeremy Thurgood Ancient and honorable tea ceremony.
Fri, 08 Apr 2011 21:58:48 +0200 Jeremy Thurgood Item dropping and swapping.
Fri, 08 Apr 2011 20:41:05 +0200 Simon Cross Rename the void level to _limbo. Add teacupfull to _limbo. Change monk state change check to world.fox.item == 'teacupfull'.
Fri, 08 Apr 2011 19:09:09 +0200 Jeremy Thurgood Hit "down" to interact with things.
Fri, 08 Apr 2011 17:32:50 +0200 Neil Muller Remove debugging print
Fri, 08 Apr 2011 17:26:06 +0200 Neil Muller Only backout / move-off "solid" collisions
Fri, 08 Apr 2011 15:56:37 +0200 Neil Muller Make sprinting single use after double tap
Fri, 08 Apr 2011 15:34:02 +0200 Neil Muller Add sprinting
Fri, 08 Apr 2011 11:47:33 +0200 Neil Muller Yelp when hit
Fri, 08 Apr 2011 00:43:35 +0200 Neil Muller Prefer downward moves if all things are equal to reduce 'holding oneself against the wall in mid-air' options
Thu, 07 Apr 2011 19:44:04 +0200 Jeremy Thurgood Some light cleanup.
Thu, 07 Apr 2011 18:13:51 +0200 Neil Muller Add minimal support for player death
Thu, 07 Apr 2011 00:31:53 +0200 Simon Cross Remove setting of unused starting_tile_pos.
Wed, 06 Apr 2011 23:48:09 +0200 Neil Muller KILLhg statushg status
Wed, 06 Apr 2011 23:41:53 +0200 Jeremy Thurgood Basic item interaction.
Wed, 06 Apr 2011 23:23:48 +0200 Neil Muller Add start of player damage
Wed, 06 Apr 2011 23:19:08 +0200 Neil Muller Move fox properties to the world
Wed, 06 Apr 2011 22:49:25 +0200 Neil Muller Make fire 1 do the attacking animation
Wed, 06 Apr 2011 22:30:38 +0200 Neil Muller Add default health values
Wed, 06 Apr 2011 22:42:35 +0200 Jeremy Thurgood Sprite refactoring stuff.
Wed, 06 Apr 2011 22:26:17 +0200 Neil Muller Fix bug in jump to tile top logic
Wed, 06 Apr 2011 21:39:30 +0200 Neil Muller Remove debugging prints
Wed, 06 Apr 2011 21:02:38 +0200 Neil Muller Hack'ish logic to move out of colliding with floors better
Wed, 06 Apr 2011 20:50:00 +0200 Neil Muller Repel fx from longstanding collisions
Wed, 06 Apr 2011 19:33:04 +0200 Jeremy Thurgood Tweak some constants to make player motion more comfortable.
Wed, 06 Apr 2011 19:24:09 +0200 Neil Muller Hack player.py to have platformer physics
Wed, 06 Apr 2011 01:35:20 +0200 Simon Cross if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
Wed, 06 Apr 2011 00:03:03 +0200 Neil Muller Twiddle player animation behaviour
Tue, 05 Apr 2011 23:18:54 +0200 Simon Cross Don't stand in the air.
Tue, 05 Apr 2011 23:14:48 +0200 Neil Muller Load attacking images
Tue, 05 Apr 2011 21:25:44 +0200 Neil Muller Make enemies block by default, so we can jump off them
Tue, 05 Apr 2011 20:17:08 +0200 Neil Muller Use midbottom, rather than bottomleft, when changing fox frames
Tue, 05 Apr 2011 17:35:14 +0200 Neil Muller Don't change image if it will introduce new collisions
Tue, 05 Apr 2011 17:13:32 +0200 Neil Muller Clamp very slow horizontal motion
Tue, 05 Apr 2011 17:05:13 +0200 Neil Muller Use bottomleft, so we stay above the floor as we change frames
Tue, 05 Apr 2011 15:46:13 +0200 Neil Muller Buggy ground implementation. Make the world less bouncy
Mon, 04 Apr 2011 22:39:42 +0200 Neil Muller Saner, buggier collision rectangles
Mon, 04 Apr 2011 22:11:33 +0200 Simon Cross Animated running.
Mon, 04 Apr 2011 21:54:42 +0200 Simon Cross Hook up per-tick sprite animations.
Mon, 04 Apr 2011 21:45:59 +0200 Neil Muller Fix fox facing
Mon, 04 Apr 2011 21:37:57 +0200 Simon Cross Make fox rect a bit smaller as an experiment.
Mon, 04 Apr 2011 20:46:44 +0200 Simon Cross Run kitsune, run! And by the running of the kitsune gravity is restored to normal.
Mon, 04 Apr 2011 20:23:14 +0200 Simon Cross Link up key presses to calls to action functions on player and to quitting level.