Sat, 09 Apr 2011 00:04:35 +0200 |
Neil Muller |
Recreate inventory image on scene changes
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Fri, 08 Apr 2011 23:29:24 +0200 |
Neil Muller |
Add inventory drawing
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Fri, 08 Apr 2011 22:29:49 +0200 |
Jeremy Thurgood |
Ancient and honorable tea ceremony.
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Fri, 08 Apr 2011 21:58:48 +0200 |
Jeremy Thurgood |
Item dropping and swapping.
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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'.
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Fri, 08 Apr 2011 19:09:09 +0200 |
Jeremy Thurgood |
Hit "down" to interact with things.
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Fri, 08 Apr 2011 17:32:50 +0200 |
Neil Muller |
Remove debugging print
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Fri, 08 Apr 2011 17:26:06 +0200 |
Neil Muller |
Only backout / move-off "solid" collisions
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Fri, 08 Apr 2011 15:56:37 +0200 |
Neil Muller |
Make sprinting single use after double tap
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Fri, 08 Apr 2011 15:34:02 +0200 |
Neil Muller |
Add sprinting
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Fri, 08 Apr 2011 11:47:33 +0200 |
Neil Muller |
Yelp when hit
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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
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Thu, 07 Apr 2011 19:44:04 +0200 |
Jeremy Thurgood |
Some light cleanup.
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Thu, 07 Apr 2011 18:13:51 +0200 |
Neil Muller |
Add minimal support for player death
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Thu, 07 Apr 2011 00:31:53 +0200 |
Simon Cross |
Remove setting of unused starting_tile_pos.
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Wed, 06 Apr 2011 23:48:09 +0200 |
Neil Muller |
KILLhg statushg status
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Wed, 06 Apr 2011 23:41:53 +0200 |
Jeremy Thurgood |
Basic item interaction.
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Wed, 06 Apr 2011 23:23:48 +0200 |
Neil Muller |
Add start of player damage
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Wed, 06 Apr 2011 23:19:08 +0200 |
Neil Muller |
Move fox properties to the world
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Wed, 06 Apr 2011 22:49:25 +0200 |
Neil Muller |
Make fire 1 do the attacking animation
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Wed, 06 Apr 2011 22:30:38 +0200 |
Neil Muller |
Add default health values
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Wed, 06 Apr 2011 22:42:35 +0200 |
Jeremy Thurgood |
Sprite refactoring stuff.
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Wed, 06 Apr 2011 22:26:17 +0200 |
Neil Muller |
Fix bug in jump to tile top logic
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Wed, 06 Apr 2011 21:39:30 +0200 |
Neil Muller |
Remove debugging prints
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Wed, 06 Apr 2011 21:02:38 +0200 |
Neil Muller |
Hack'ish logic to move out of colliding with floors better
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Wed, 06 Apr 2011 20:50:00 +0200 |
Neil Muller |
Repel fx from longstanding collisions
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Wed, 06 Apr 2011 19:33:04 +0200 |
Jeremy Thurgood |
Tweak some constants to make player motion more comfortable.
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Wed, 06 Apr 2011 19:24:09 +0200 |
Neil Muller |
Hack player.py to have platformer physics
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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?
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Wed, 06 Apr 2011 00:03:03 +0200 |
Neil Muller |
Twiddle player animation behaviour
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Tue, 05 Apr 2011 23:18:54 +0200 |
Simon Cross |
Don't stand in the air.
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Tue, 05 Apr 2011 23:14:48 +0200 |
Neil Muller |
Load attacking images
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Tue, 05 Apr 2011 21:25:44 +0200 |
Neil Muller |
Make enemies block by default, so we can jump off them
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Tue, 05 Apr 2011 20:17:08 +0200 |
Neil Muller |
Use midbottom, rather than bottomleft, when changing fox frames
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Tue, 05 Apr 2011 17:35:14 +0200 |
Neil Muller |
Don't change image if it will introduce new collisions
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Tue, 05 Apr 2011 17:13:32 +0200 |
Neil Muller |
Clamp very slow horizontal motion
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Tue, 05 Apr 2011 17:05:13 +0200 |
Neil Muller |
Use bottomleft, so we stay above the floor as we change frames
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Tue, 05 Apr 2011 15:46:13 +0200 |
Neil Muller |
Buggy ground implementation. Make the world less bouncy
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Mon, 04 Apr 2011 22:39:42 +0200 |
Neil Muller |
Saner, buggier collision rectangles
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Mon, 04 Apr 2011 22:11:33 +0200 |
Simon Cross |
Animated running.
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Mon, 04 Apr 2011 21:54:42 +0200 |
Simon Cross |
Hook up per-tick sprite animations.
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Mon, 04 Apr 2011 21:45:59 +0200 |
Neil Muller |
Fix fox facing
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Mon, 04 Apr 2011 21:37:57 +0200 |
Simon Cross |
Make fox rect a bit smaller as an experiment.
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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.
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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.
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Mon, 04 Apr 2011 19:20:05 +0200 |
Simon Cross |
Have monsters also collide with players as an interim solution while I relax, eat dinner and think about the best way to use the new collision layers.
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Mon, 04 Apr 2011 18:45:48 +0200 |
Simon Cross |
Shiny new collision detection. Read code for usage information.
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Mon, 04 Apr 2011 17:12:15 +0200 |
Neil Muller |
Add forgetten player.py
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