1. Jake Albano
  2. Ifrit

Commits

Author Commit Message Date Builds
Jake Albano
Merge
Jake Albano
Fixed collision problems by adding a collision hull sprite to mobs; Fixed bug where pressing certain keys would crash the program; Added flag to projectiles to disable physics;
Chris Logsdon
Added iceBlast animation for Mage's close-range attack; Added unfinished skeleton animation; Created folder "Currently Unused"; Moved bolt, crosshair, icicle, skeleton, and rogue images to Currently Unused; Deleted unused "mageWalk.png" image; Disabled gravity for projectiles for testing purposes; Changed ranged attack button to A instead of D; Reported some bugs and todo's (see Tasks panel);
Jake Albano
Fixed bug where AI would get stuck on obstacles; Abandoned collision hulls for mobs;
Jake Albano
Various name changes for clarity and consistancy; Added projectile classes to repository;
Jake Albano
Added base class Projectile; Added classes Fireball and Shuriken; Changed default player animation to mage and default projectile to ball for testing purposes;
Jake Albano
Projectiles are now physically aware. See comments in Fireball's enterFrame function to enable debugging display; Game class has new static stage variable, accessible from anywhere in the code;
Jake Albano
Added function stopBolt() to handle removal procedure of boltAttack; Bolt spell cast aborted if player starts moving while casting; Bolt spell cast cannot be initiated if player is moving;
Jake Albano
Fixed bug where last frame of lightning bolt attack was not removed from stage; Changed "if (boltAttack == null)" to more concise/equivalent "if (!boltAttack)"; Fixed bug (?) where lightning bolt animation was displayed under platforms and mobs;
Jake Albano
Changed player animation to fighterAtkWalk.png for testing collision; Added FlashDevelop configuration file back into repository;
Jake Albano
Merge
Jake Albano
Fixed bug where animation would never play certain frames; Changed Player animation to rogue for testing purposes; Fixed frame in rogueAtkWalk.png where annotation spilled over into viewable area;
Chris Logsdon
Implemented collision detection between lightning bolts and enemies; Added wisp animation;
Chris Logsdon
Created and implemented LightningBolt class; Collision detection between bolts and enemies currently unimplemented; Known issues with magic targeting system exist;
Jake Albano
Updated Enemy class to work with animation (super constructor arguments missing);
Chris Logsdon
Merge
Chris Logsdon
Added missing images;
Jake Albano
Merge
Jake Albano
Added animation to mobs;
Chris Logsdon
Renamed "mage.png" to "enemy.png"; Deleted unused "vertical.png"; Added Rogue, Fighter, and Mage animations to lib folder; Added lightning bolt and fireball shot animations to lib folder; Added .txt file listing pixel dimensions of animation frames to lib folder;
Jake Albano
Enemies go into "flee" mode if damaged below 50%; Enemies heal and come out of flee mode if 4 seconds have elapsed; Made variable "Game.man" static for easy access across classes;
Chris Logsdon
Fixed corner thrust bug by allowing one jump per key down (epic win);
Chris Logsdon
Re-fixed mid-air jumping bug; Re-moved speedLimit checks out of jumping if statement; Changed collision detection between projectiles and enemies to hitTestObject;
Jake Albano
Fixed vertical platform landing bug again (broken in my last commit);
Jake Albano
Fixed enemy obstacle avoidance; Fixed RangeError bug when one enemy was left and a projectile was going offscreen;
Jake Albano
Fixed vertical platform landing bug (sorry Chris! D: );
Jake Albano
Cleaned up merged code to support the features introduced in my last commit;
Jake Albano
Merge
Jake Albano
New Mob class that both Enemy and Player extend; Changed names of classes Man -> Player and HorizontalWall -> Platform; Removed VerticalWall as it is now redundant; Added Rules class for static variables such as gravity; Removed the static modifier from all variables in Player; Enemy patrols the platform he stands on until he reaches an edge or an obstacle; Projectiles now collide with walls and enemies;
Chris Logsdon
Fixed self-inflicted bug that messed up jumping. Added a jumpSpeedLimit variable
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