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Major updates to the side scroller game I made for the Game Design course with Mr. Cloos.

This pull request introduces several foundational classes and systems for a side-scroller game, focusing on entity modeling, collision detection, environment effects, and basic gameplay elements. The main changes include the creation of abstract and concrete classes for entities and their bodies, implementation of collision logic, and the addition of various game objects and environmental systems.

Particle system is a bit broken...
Introduces Body, CircleBody, and RectBody classes to handle physics and collision logic. Refactors Entity to use a Body for position, velocity, and mass, and updates Meeple and FlyingDog to use new body types.

Adds Platform class :) and basic platform collision (only from top). Updates display and movement logic to use new physics abstractions. Removes cached rendering (which actually slowed things down) from Static and related classes, and simplifies Bush and Tree rendering.
Introduces Enemy and Roofus classes, a collision detection system, and health management for entities. Refactors Body and Entity classes to support new features, updates platform and body collision logic, and improves display methods. Adds support for enemies in World, increases gravity and movement speed, and enhances Meeple rendering.
Introduced a weapon and item system, including Knife and Flag classes, and refactored Entity and Enemy classes to support health, damage, and item usage. Added Bullet and Minion classes, implemented attack logic for Meeple and enemies, and improved collision detection for circles and rectangles. Updated Layer to remove dead entities, added a health bar UI, and made various bug fixes and refactors to support the new combat mechanics.
Refactored Body, Entity, and related classes to decouple velocity/acceleration from Body and move them to Entity. Updated collision and grounded logic to support upside-down entities and improved collision resolution. Added BoringZombie enemy class, removed FlyingDog, and made various improvements to weapons, items, health bars, and platform rendering. Updated Layer to optimize entity updates and display based on viewport. General code cleanup and bug fixes throughout.
Introduces a new ItemEntity class for items in the world, adds a Vestido enemy, and centralizes constants in a new Constants.pde file. Refactors entity and item interfaces for consistency, updates method names for clarity (e.g., getIsDead), and improves enemy spawning logic. Also updates terrain, weapon, and item handling to use new constants and interfaces, and fixes various bugs and inconsistencies across the codebase.
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