Commit Graph

614 Commits

Author SHA1 Message Date
Eevee (Evelyn Woods)
b97aaa81a9 Slime doesn't kill blobs; implement bribe; fix player size on level restart 2020-12-03 20:52:43 -07:00
Eevee (Evelyn Woods)
0cd1ea342d Implement yellow teleport pickup behavior 2020-12-03 20:52:00 -07:00
Eevee (Evelyn Woods)
3c43b8d7cd Respect a level's intended viewport size 2020-12-03 17:49:02 -07:00
Eevee (Evelyn Woods)
0885bfc9d2 Make hook load, canopy work, and force floors reverse with gray button 2020-12-03 17:48:24 -07:00
Eevee (Evelyn Woods)
411005eaa6 Editor: Stub out support for actually saving levels 2020-12-03 15:40:44 -07:00
Eevee (Evelyn Woods)
89ae9aa4a3 Fix C2M compression occasionally losing the last byte 2020-12-03 15:39:11 -07:00
Eevee (Evelyn Woods)
fa18238e60 Editor: Fix bad rendering when clicking a tool 2020-12-02 17:30:33 -07:00
Eevee (Evelyn Woods)
c1452e005f Disable action buttons when appropriate; add inv overflow; partial CC1 support 2020-12-02 17:23:55 -07:00
Eevee (Evelyn Woods)
e51665b612 Add basic support for drop/cycle/swap 2020-12-02 17:18:54 -07:00
Eevee (Evelyn Woods)
8d197ce479 Add a basic implementation of doppelgangers 2020-12-02 15:03:13 -07:00
Eevee (Evelyn Woods)
f0680ce0c4 Cleaned up several tile properties; added railroad adjusting 2020-12-02 13:54:32 -07:00
Eevee (Evelyn Woods)
72cba627a8 Add a prototype railroad track tool 2020-12-02 12:23:09 -07:00
Eevee (Evelyn Woods)
aa41336b90 Add more tiles and more kinds of adjustment 2020-12-02 11:54:15 -07:00
Eevee (Evelyn Woods)
ec5d9f7b12 Editor: Add selected tile, tool help, and hint editing; clean up toolbar style 2020-12-02 11:34:46 -07:00
Eevee (Evelyn Woods)
0d376e003e Editor: Teach the adjust tool to edit individual tiles 2020-12-02 09:05:20 -07:00
Eevee (Evelyn Woods)
560a89cfd3 Fix using the wrong tile for the railroad switch 2020-11-30 09:09:21 -07:00
Eevee (Evelyn Woods)
e7c9bbe846 Implement most of the railroad behavior 2020-11-30 09:08:55 -07:00
Eevee (Evelyn Woods)
8d26de6915 Implement railroad rendering 2020-11-28 12:56:08 -07:00
Eevee (Evelyn Woods)
14061dec0e Fix the editor's viewport size to match the level 2020-11-28 12:36:35 -07:00
Eevee (Evelyn Woods)
4218657c28 Use consistent drawing behavior in the editor; add shift, ctrl pencil modifiers 2020-11-28 11:59:57 -07:00
Eevee (Evelyn Woods)
dff3081194 Editor: center/pad the level, fix some bugs with pencil drawing 2020-11-28 11:07:02 -07:00
Eevee (Evelyn Woods)
349af15e05 Fix being stuck in rewind mode forever when using the button 2020-11-25 03:59:57 -07:00
Eevee (Evelyn Woods)
50c81c5c96 Add directed blob + walker sprites and a custom slime splash (btw slime now destroys stuff) 2020-11-25 03:37:58 -07:00
Eevee (Evelyn Woods)
3a454d77f5 Implement the remaining logic gates and /most/ of their rendering! 2020-11-25 03:14:06 -07:00
Eevee (Evelyn Woods)
ac6e33bb6c Simplify blitting; fix arrow blitting; impl light switch; load more items 2020-11-25 01:14:15 -07:00
Eevee (Evelyn Woods)
6c6ce8f344 Fix fireballs being blocked by fire 2020-11-24 23:13:25 -07:00
Eevee (Evelyn Woods)
4b6a8e49ae Fix errors when drawing outside the level in the editor 2020-11-24 01:31:09 -07:00
Eevee (Evelyn Woods)
5cb29c8f7d Overhaul collision
Collision now uses bits and masks.  The main upshot is that ghost and
ice/directional blocks collide much more correctly, now.  And turtles
block fireballs.

Also, monsters can now move over "no" signs, and can trample the player
if she's standing on top of an item.

While I was at it, I finished implementing the "bestowal bow", an item
mod (same layer as the "no" sign) that allows any actor to pick up the
item in that tile.
2020-11-23 23:41:32 -07:00
Eevee (Evelyn Woods)
fb301b3b3e Initialize direction when placing actor tiles in the editor 2020-11-23 22:18:40 -07:00
Eevee (Evelyn Woods)
ca4eaa86cb Fix some minor aesthetic issues with the editor 2020-11-23 21:54:53 -07:00
Eevee (Evelyn Woods)
39d463932b Remove the "stuck" flag and fix all the repercussions of that 2020-11-23 21:35:28 -07:00
Eevee (Evelyn Woods)
e803af2fd2 Handle actors starting on force floors; partially implement item bestowal 2020-11-23 19:22:59 -07:00
Eevee (Evelyn Woods)
3514f25f2b Revert part of the hearts/time style improvements to prevent grid blowout from hints 2020-11-03 14:40:05 -07:00
Eevee (Evelyn Woods)
6804169a8a Spruce up buttons a teeny bit more 2020-11-03 14:07:49 -07:00
Eevee (Evelyn Woods)
37072fa003 Add three new music tracks from notchris 2020-11-03 14:07:25 -07:00
Eevee (Evelyn Woods)
c8343f1a23 Replace keys/doors with colorblind friendly versions that heavily use shapes 2020-11-03 13:53:40 -07:00
Eevee (Evelyn Woods)
81c7f97d72 Improve behavior on mobile
- Hide the key hints in portrait mode

- Make auto-scaling more robust; it now handles when the player root is
  wider than the actual play area, it better understands the inventory
  behavior in portrait mode, and it recognizes when it needs to shrink;
  with these changes, the game actually fills the screen on both Firefox
  and Chrome on my phone!

- Replace the text buttons with SVG icons

- Add a little more contrast to button edges

- Fix alignment of the heart/time/score counters in portrait mode

- Detect movement based on where the touch is relative to the level
  viewport, not the entire play area (oof)
2020-11-03 13:50:34 -07:00
Eevee (Evelyn Woods)
1b6bd68879 Bump undo buffer size to 30 seconds 2020-11-03 12:09:12 -07:00
Eevee (Evelyn Woods)
8ff0bd803a Use a ring buffer for undo; don't pause when running out of undo during rewind 2020-11-03 11:57:16 -07:00
Eevee (Evelyn Woods)
350ac08d4d Shrink size of undo buffer by 40%
Using simple maps of changed properties, rather than a big pile of
closures, takes up significantly less space.
2020-11-03 11:48:51 -07:00
Eevee (Evelyn Woods)
84840d2b02 Consider turn-based mode to be aid; switch back to realtime correctly 2020-11-03 10:32:25 -07:00
Eevee (Evelyn Woods)
e7e02281a2 Clean up turn-based code
Mostly style nits, but also:

- Renamed some stuff in anticipation of removing GameEnded.

- Actor decisions are independent, so there's no need to do most of them
  in the first part of a tic and the player in the second part; they can
  all happen together in the second part.

- waiting_for_input was merged into turn_based, which I think makes it
  easier to follow what's going on between tics.  Although I just
  realized it introduces a bug, so, better fix that next.

- The canvas didn't need to know if we were waiting or not if we just
  force the tic offset to 1 while waiting.  This also fixed some slight
  jitter with force floors.
2020-11-03 09:50:37 -07:00
Eevee (Evelyn Woods)
83a1dd23ff Merge branch 'master' of github.com:eevee/lexys-labyrinth 2020-11-02 15:40:09 -07:00
Eevee
bf74530aa2
Merge pull request #3 from Patashu/master
Implement Turn-Based Mode
2020-11-02 15:39:06 -07:00
Eevee (Evelyn Woods)
131f06ee84 Update tileset with a few more CC2 tiles: slime, transmogrifier, better colorblind keys, other smaller improvements 2020-11-01 11:53:19 -07:00
Eevee (Evelyn Woods)
49ff0d9723 Clean up wiring drawing and logic (zero gates is now a no-op!); begin implementing logic gates 2020-11-01 11:36:17 -07:00
Eevee (Evelyn Woods)
37b44bcca4 Stub out debug controls 2020-11-01 11:29:48 -07:00
Eevee (Evelyn Woods)
060dfdc7d7 Implement drawing and correctly pushing directional blocks 2020-10-28 00:17:41 -06:00
Timothy Stiles
f670224460 forgot to change a continue to a return 2020-10-26 16:08:29 +11:00
Timothy Stiles
32b4399683 Merge remote-tracking branch 'upstream/master' 2020-10-26 16:05:34 +11:00