1. 10 Jul, 2010 2 commits
  2. 09 Jul, 2010 2 commits
    • newspaz's avatar
      Medivo guardian now also destroys blocks that are hit by the spike, and... · 14296d13
      newspaz authored
      Medivo guardian now also destroys blocks that are hit by the spike, and removes itself from the scene when he's killed. This nearly completes the guardian. The overlap method still has to be implemented, and the end sequence could still be closer to what the original game does.
      
      guardians.cpp
      *) Changed step method of MedGuardian.
      14296d13
    • newspaz's avatar
      Fixed the hopping in the medivo boss. The previous version made the boss float... · 9ff554dd
      newspaz authored
      Fixed the hopping in the medivo boss. The previous version made the boss float over the blocks it was supposed to destroy occasionally. Now the spike always touches them ever so slightly. Note that the blocks are not being destroyed yet. That's on the agenda for tomorrow ;-).
      
      guardians.cpp
      *) Changes the step method to make the hopping in the second stage of the boss more reliable.
      9ff554dd
  3. 08 Jul, 2010 2 commits
    • newspaz's avatar
    • newspaz's avatar
      Various changes to implement medivo boss behavior. Medivo boss behavior isn't... · 2a788bc0
      newspaz authored
      Various changes to implement medivo boss behavior. Medivo boss behavior isn't finished yet but works up until the spikes.
      
      anim.cpp, anim.h
      *) Changes in animations to properly support accessory positions.
      *) Changes in animations to properly support accessory shooting positions.
      
      bullet.cpp, bullet.h
      *) New constructor for a custom bullet starting position
      
      levelframe.cpp
      *) Support medivo boss
      
      event.cpp, eventframe.cpp
      *) Small changes in getAnim()
      *) Small changes in step method
      
      guardians.cpp, guardians.h
      *) Made the eight shape in the first stage.
      *) Made the jumping behavior, but this doesn't work as it should yet.
      *) Did not implement the overlap method yet.
      2a788bc0
  4. 04 Jul, 2010 3 commits
  5. 03 Jul, 2010 6 commits
  6. 02 Jul, 2010 4 commits
  7. 01 Jul, 2010 7 commits
  8. 30 Jun, 2010 1 commit
  9. 29 Jun, 2010 2 commits
    • newspaz's avatar
      Changes to make the explosive effect better · 3abea93d
      newspaz authored
      eventframe.cpp
      *) Explosive effect now is more random
      *) Changed positioning of special behavior again slightly
      3abea93d
    • newspaz's avatar
      Changes to show finishing animations with an explosive effect. (e.g. shown... · 97f10e39
      newspaz authored
      Changes to show finishing animations with an explosive effect. (e.g. shown when turtles get shot in Diamondus)
      
      eventframe.cpp
      *) The drawing routine no longer ignores negative finish animation values. Instead 128 is added.
      *) If 128 is added that means an explosive effect should be used. A boolean is set for this.
      *) If the boolean is set the finishing animation will be drawn six times. The animation will be moving in a half circle trajectory.
      97f10e39
  10. 28 Jun, 2010 1 commit
    • newspaz's avatar
      Various changes to correct the positioning of special behaviors. This time the... · ebae1e52
      newspaz authored
      Various changes to correct the positioning of special behaviors. This time the fix is actually performed properly ;-).
      
      levelload.cpp
      *) Undid a change I made earlier. I changed << 2 into << 3, but it turns out I was wrong. This seemed to work due to a bug in eventframe.cpp.
      
      bridge.cpp
      *) Removed one tile from the default offset value for bridges
      
      event.h, event.cpp, event.cpp
      *) Removed the extraOffset variable I added earlier. It turned out this was totally unneeded.
      *) Fixed the way X and Y positions in the viewport were determined. It's a lot simpler now, and I wonder why the previous version was so complicated.
      *) More changes to get rid of the extraOffset variable.
      
      ebae1e52
  11. 27 Jun, 2010 1 commit
  12. 26 Jun, 2010 1 commit
  13. 25 Jun, 2010 1 commit
  14. 24 Jun, 2010 5 commits
    • alistert's avatar
      Updated makefiles. · e8d61c9a
      alistert authored
      e8d61c9a
    • alistert's avatar
      Split Player class into three. · 9f852ec3
      alistert authored
      9f852ec3
    • newspaz's avatar
      Tons of changes to correct the position of event animations in a slightly... · 49cf32fa
      newspaz authored
      Tons of changes to correct the position of event animations in a slightly prettier way than the previous way.
      This time the offsets within animations aren't changed. Instead the offsets are changed for each event.
      
      bonus.cpp
      *) Changed the method call that disables a default animation offset.
      
      anim.cpp, anim.h
      *) Removed method to copy offsets.
      *) Refactored method name for the method that disables a default animation offset.
      
      levelload.h
      *) Changed the enemy path loading
      
      bridge.cpp, event.cpp, eventframe.cpp, event.h
      *) Changed method calls that happen with certain behaviors
      *) Added an extra offset that can be set to correct positons.
      
      playerframe.cpp
      *) Changed code to understand the extra offset
      49cf32fa
    • alistert's avatar
      Reduced number of global fonts. · 989fb4dd
      alistert authored
      989fb4dd
    • alistert's avatar
      Separated menu into three subclasses. · 58b2311d
      alistert authored
      58b2311d
  15. 23 Jun, 2010 1 commit
    • newspaz's avatar
      These changes correct the positioning of many in-game animations. · fcd9bfa7
      newspaz authored
      anim.h, anim.cpp
      *) Frame by frame X-offsets are being shifted two bits up now.
      *) The animation-wide X-offset has been removed because it does not exist.
      
      levelload.cpp, bonus.cpp
      *) Due to the changes in anim.cpp and anim.h the animation loading code had to be changed.
      
      bridge.cpp
      *) Bridges should ignore an animation's Y-offset if it is zero.
      
      event.h, event.cpp
      *) Added a getAnim method to make life easier.
      *) Events with certain behaviors need some fiddling with Y-offsets so they can be drawn correctly.
      
      playerframe.cpp
      *) The invincibility animation should also ignore Y-offsets.
      fcd9bfa7
  16. 03 May, 2010 1 commit