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View Code? Open in Web Editor NEWAttempt to create some decent game
License: GNU General Public License v2.0
Attempt to create some decent game
License: GNU General Public License v2.0
When jumping and colliding (along x-axis) with obstacle player still must be moving according to user input so that when the player is above the obstacle it will continue moving along x-axis without a need to release&press key again.
For now unit stops.
platformer/Classes/LevelScene.cpp
Lines 55 to 224 in 6450566
Need to be breaked and divided between different application layers cuz it's obviously not responsibility of only the LevelScene
Spear man should attack from the certain range. The spear is long so ther is no need to come close as the warrior does
Line 29 in 7666a8c
Add validation for tilemap:
id
propertyowner-id
property which is same as the owner's one.When the unit die and the death animation is being played, it can rotate depending on position of player!
Now collision happends between player's hitbox & physics body of the enemy but should be between hitboxes
A pojectile from the player collide with the ground when it's just being created!
The difference is clear when you attack being on the ground and in the air
Line 40 in 796a58e
CCArmatureDisplay::getBoundingBox()
and be it their internal problem or problem of the one who drawn and animated it, it's a serious issue which will force to recompile this if the animation will be updated!Motivation
Influence
factory methodExpect to change:
-Werror -Wall etc
Currently the background is added to tilemap which is a bad practice.
Add idle animations for AI when the attack is in cooldown. Now they're just walking
Aborting due to Chipmunk error: Body's force is invalid. Failed condition: cpfabs(v.x) != INFINITY && cpfabs(v.y) != INFINITY
Crashed when minimizing & rolling out game window on Win32 at least. May be manifested on pause/resume. The problem should exist due to applying Infinity-force when passing to movement update function dt
equel 0.f
.
Can't see the ground when falling down because of the slow camera following.
For debug
Move dragonBones loader function from the separate file to DragonBonesAnimator as they are concern one thing.
LevelScene
constructor with this type which will aquire ownership over all resources from the type above instead of allocating them like simple constructorLevelScene
I just replace scene on restartIn this way it's possible to get rid of the bunch of dynamic_cast
's on pause/death
platformer/Classes/PauseNode.cpp
Line 32 in 03135f6
An archer is a unit with states: idle and shoot. Player receive some damage from the contact with archer and arrows.
Remove all stuff that is out of level bounds: endless fall from the level gaps.
Let spider fall on the death and remove web only when the spider is removed
Enemy doesn't attack if unit is outside of the field of Influence
Can be related to #17
This will force the player to avoid collision with enemies
This is continuation of the #44 but more general issue
Issue description:
When using one tileset with banch of unique properties you may need to add few new tiles to this tileset. This force you to merge the current picture with new tiles and generate new tileset. As the result the information about the previous tileset was lost,
Note:
cocos2dx doesn't support an usage of several tilesets for one layer.
Unit: old man or BoulderPusher
Bug: when the boulder hit the ground it may lose some velocity by the spinning is still with the constant speed.
Game shouldn't care what the filename of the %level%.tmx is. Just load everything and let the user choose.
This lead to two problems:
Use some button
This issue is due to incorrectly mixing designed size and physics body size.
May be connected to #13
Add delay before the dealing damage to give player a chance to avoid an attack in melee fights
In this way the settings can be changed without time consuming compilation
When fps is low you can see that unit jumps higher than it should!
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