Commit Graph

19 Commits

Author SHA1 Message Date
7e03daa236 Ice, Flow, nowhere to go. 2024-06-30 14:03:15 -07:00
bc5c67ca82 Attack state is better. Hopefully no more crashes with new single modifier system. 2024-06-29 08:27:04 -07:00
b51d69a8f9 State animations, Finally coming together. 2024-06-29 00:51:02 -07:00
aef17c3d81 What am I even doing. 2024-06-28 14:24:02 -07:00
0203076676 states again. 2024-06-27 23:05:46 -07:00
188bf46a09 Strip out all that state modifier stuff for a new approach. 2024-06-25 21:14:30 -07:00
0686e8e8b0 Jump can now clear out a lingering fall animation transition. 2024-06-19 23:00:25 -07:00
922b4d05aa Dash momentum to jump. 2024-06-19 21:25:55 -07:00
28aac7f4f6 Added janky dash. Gun and hurt. 2024-06-19 00:36:37 -07:00
75560648bf Attack state now pulls info from prevous state. 2024-06-18 21:51:42 -07:00
bc66a65c67 Crashes seem better but now enterring attack state needs to know frame from before. 2024-06-16 22:08:17 -07:00
87eba39116 More state modifier fixes. Still getting crashes. 2024-06-16 12:41:07 -07:00
438edc8e70 Trying to add more logic to state machine. 2024-06-16 08:43:50 -07:00
c23fe774a3 Struggling with animations again. 2024-06-15 14:36:34 -07:00
b510927667 Continue adding Player based on inherited actor template. 2024-06-14 22:04:11 -07:00
e076952b12 Continue to move logic into base classes. Inheritence is maybe not so bad. Added debug flags for state machine that also sets it for children so I can test one child at a time. 2024-06-02 09:12:06 -07:00
46c1063d8d New inherited scene template based on Actor. 2024-05-31 23:09:23 -07:00
b00e504c08 State for animated actors now inherits from a base interface. 2024-05-27 19:23:37 -07:00
fbcb5af32d Created base state machine and setup existing one as one for animated sprites with a kinematic body as a parent. 2024-05-27 17:32:42 -07:00