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1c4408b
Setup Pull Request
Zenoctate Feb 6, 2025
a814faa
Reverted `level.tmx` back to release v1.5.256
Zenoctate Feb 7, 2025
7fc083d
Merge branch 'divVerent:main' into main
Zenoctate Feb 9, 2025
f2c5439
Added `level2.tmx`
Zenoctate Feb 9, 2025
39a7d57
Starting area of level2
Zenoctate Feb 10, 2025
e885a40
Changed the starting area
Zenoctate Feb 11, 2025
264c6b3
Merge branch 'divVerent:main' into main
Zenoctate Feb 11, 2025
3c5fee8
Added more in starting area
Zenoctate Feb 12, 2025
b8e3299
Foundation made for FirstHub
Zenoctate Feb 13, 2025
881cf9e
Merge conflict fix
Zenoctate Feb 13, 2025
585844c
Merge branch 'divVerent:main' into main
Zenoctate Feb 13, 2025
123dcf9
Merge branch 'divVerent:main' into main
Zenoctate Feb 17, 2025
64474da
A partial sketch of other levels
Zenoctate Feb 17, 2025
cf26a61
Progress in corus
Zenoctate Feb 20, 2025
e02b87c
Near finish corus (Unplayable at the moment)
Zenoctate Feb 22, 2025
b95e892
Merge branch 'divVerent:main' into main
Feb 22, 2025
0f11fd1
Merge branch 'divVerent:main' into main
Feb 23, 2025
955c5aa
Corus made, designing required
Feb 23, 2025
333c77f
Merge branch 'divVerent:main' into main
Feb 24, 2025
b040164
Foundation start of yellow level
Feb 28, 2025
7cc4ae6
Merge branch 'divVerent:main' into main
Feb 28, 2025
5d0a41f
Completed yellow level start
Feb 28, 2025
8e63024
Level X (yellow level) start finished
Mar 1, 2025
c7c2ede
Some progress
Zenoctate Mar 4, 2025
ea20b96
Finished X Level
Zenoctate Mar 6, 2025
298482c
Finished Y Level
Zenoctate Mar 8, 2025
08c01b8
Merge branch 'divVerent:main' into main
Zenoctate Mar 10, 2025
1646c54
Merge branch 'divVerent:main' into main
Zenoctate Mar 13, 2025
a34a46e
Merge branch 'divVerent:main' into main
Zenoctate Mar 15, 2025
19fe3b8
Merge branch 'divVerent:main' into main
Zenoctate Mar 17, 2025
4355874
Merge branch 'divVerent:main' into main
Zenoctate Mar 18, 2025
629b123
ReachingStar Level Progress
Zenoctate Mar 18, 2025
e2ae08e
Merge branch 'divVerent:main' into main
Zenoctate Mar 20, 2025
7f1fe33
Merge branch 'divVerent:main' into main
Zenoctate Mar 25, 2025
0a72ef5
Added `Pull` Ability Sprite
Zenoctate Mar 25, 2025
6d50088
Merge branch 'divVerent:main' into main
Zenoctate Mar 27, 2025
367b40e
Merge branch 'divVerent:main' into main
Zenoctate Mar 28, 2025
aff9125
Added ability for riser to go up and down
Zenoctate Mar 28, 2025
3d8be63
Added control for `riserdown` ability
Zenoctate Apr 2, 2025
121b033
Merge branch 'divVerent:main' into main
Zenoctate Apr 7, 2025
af5396a
Progress in checkpoint `Reaching Star`
Zenoctate Apr 8, 2025
90055fd
Merge branch 'divVerent:main' into main
Zenoctate Apr 9, 2025
2746fbc
More progress in `Reaching Star`
Zenoctate Apr 11, 2025
2debe6e
Bug demo for `riserdown`
Zenoctate Apr 14, 2025
8f40785
Merge branch 'divVerent:main' into main
Zenoctate Apr 16, 2025
713125d
To Star level now needed
Zenoctate Apr 21, 2025
2876f8f
Reaching star secret scare part completed
Zenoctate Apr 23, 2025
183ed3f
Merge remote-tracking branch 'upstream/main'
Zenoctate Apr 25, 2025
7887692
After merge clean up
Zenoctate Apr 25, 2025
91502f6
Upgraded reaching star scare secret
Zenoctate Apr 26, 2025
97ba20b
Improved `ReachingStar`
Zenoctate Apr 28, 2025
d177307
Merge branch 'divVerent:main' into main
Zenoctate Apr 29, 2025
3715164
Draft PR Merging Setup
Zenoctate Apr 29, 2025
c0b6d14
Forgot the removal of `level2.tmx`
Zenoctate Apr 29, 2025
056bcd6
Created some deadzone when pulling platforms
Zenoctate Apr 30, 2025
30f36db
Added a `riserdown` ability test sprite
Zenoctate Apr 30, 2025
368bfbd
Renamed the `riserdown` sprite to the expected format
Zenoctate Apr 30, 2025
13cb7ba
Reverting some accidental file changes
Zenoctate Apr 30, 2025
95fc304
Renamed `image_load_order.txt` to `picture_load_order.txt` to fix bug
Zenoctate Apr 30, 2025
0dc4e04
Added riser sprites for `riserdown`
Zenoctate Apr 30, 2025
6c82116
Made it so that player can pull platform when standing down and riser…
Zenoctate Apr 30, 2025
b6c117c
Added delay to camera movement by `125ms`
Zenoctate May 1, 2025
8ab68a0
Removed unnecessary `pull` deadzone size
Zenoctate May 1, 2025
5ddd552
Merge from `add_ability`
Zenoctate May 1, 2025
5986f8e
Bug fix when `pulling`
Zenoctate May 1, 2025
dd0f272
Some code formatting
Zenoctate May 2, 2025
8b436cc
Typos correction fixing the build process
Zenoctate May 2, 2025
e81a6ff
Merge branch 'add-ability'
Zenoctate May 2, 2025
d6dea83
Added `The Star` level prototype
Zenoctate May 9, 2025
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521 changes: 521 additions & 0 deletions assets/_saved/level2.cp.json

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Original file line number Diff line number Diff line change
Expand Up @@ -119,6 +119,22 @@ sprites/can_control_default_6.png
sprites/can_control_default_7.png
sprites/can_control_default_8.png
sprites/can_control_default_9.png
sprites/can_pull_default_0.png
sprites/can_pull_default_1.png
sprites/can_pull_default_10.png
sprites/can_pull_default_11.png
sprites/can_pull_default_12.png
sprites/can_pull_default_13.png
sprites/can_pull_default_14.png
sprites/can_pull_default_15.png
sprites/can_pull_default_2.png
sprites/can_pull_default_3.png
sprites/can_pull_default_4.png
sprites/can_pull_default_5.png
sprites/can_pull_default_6.png
sprites/can_pull_default_7.png
sprites/can_pull_default_8.png
sprites/can_pull_default_9.png
sprites/can_push_default_0.png
sprites/can_push_default_1.png
sprites/can_push_default_10.png
Expand All @@ -135,6 +151,22 @@ sprites/can_push_default_6.png
sprites/can_push_default_7.png
sprites/can_push_default_8.png
sprites/can_push_default_9.png
sprites/can_riserdown_default_0.png
sprites/can_riserdown_default_1.png
sprites/can_riserdown_default_10.png
sprites/can_riserdown_default_11.png
sprites/can_riserdown_default_12.png
sprites/can_riserdown_default_13.png
sprites/can_riserdown_default_14.png
sprites/can_riserdown_default_15.png
sprites/can_riserdown_default_2.png
sprites/can_riserdown_default_3.png
sprites/can_riserdown_default_4.png
sprites/can_riserdown_default_5.png
sprites/can_riserdown_default_6.png
sprites/can_riserdown_default_7.png
sprites/can_riserdown_default_8.png
sprites/can_riserdown_default_9.png
sprites/can_stand_default_0.png
sprites/can_stand_default_1.png
sprites/can_stand_default_10.png
Expand Down Expand Up @@ -211,7 +243,13 @@ sprites/noisemaker.png
sprites/dopefish_lives.png
sprites/door.png
sprites/police.png
sprites/riser_large_down_0.png
sprites/riser_large_down_1.png
sprites/riser_large_downstand_0.png
sprites/riser_large_downstand_1.png
sprites/riser_large_idle.png
sprites/riser_large_idledown.png
sprites/riser_large_idledownstand.png
sprites/riser_large_idlestand.png
sprites/riser_large_inactive.png
sprites/riser_large_left_0.png
Expand Down Expand Up @@ -539,7 +577,13 @@ sprites/questionblock_hit_4.png
sprites/questionblock_hit_5.png
sprites/questionblock_hit_6.png
sprites/questionblock_hit_7.png
sprites/riser_small_down_0.png
sprites/riser_small_down_1.png
sprites/riser_small_downstand_0.png
sprites/riser_small_downstand_1.png
sprites/riser_small_idle.png
sprites/riser_small_idledown.png
sprites/riser_small_idledownstand.png
sprites/riser_small_idlestand.png
sprites/riser_small_inactive.png
sprites/riser_small_left_0.png
Expand Down
2,824 changes: 2,824 additions & 0 deletions assets/maps/level2.tmx

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Binary file added assets/sprites/_src/can_pull.png
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2 changes: 1 addition & 1 deletion assets/sprites/_src/rotator.sh
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ steps=30
size=64
minwidth=4

images="can_carry can_control can_push can_stand can_switch_level"
images="can_carry can_control can_push can_stand can_switch_level can_pull can_riserdown"

for i in $(seq 0 $((steps/2))); do
width=$(echo "c(8 * a(1) * $i / $steps) * $size" | bc -l)
Expand Down
Binary file added assets/sprites/can_pull_default_0.png
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Binary file added assets/sprites/riser_large_down_0.png
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Binary file added assets/sprites/riser_large_idledown.png
Binary file added assets/sprites/riser_large_idledownstand.png
Binary file added assets/sprites/riser_small_down_0.png
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Binary file added assets/sprites/riser_small_downstand_0.png
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Binary file added assets/sprites/riser_small_idledown.png
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2 changes: 1 addition & 1 deletion cmd/dumpcps/main.go
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ import (
"github.com/divVerent/aaaaxy/internal/flag"
"github.com/divVerent/aaaaxy/internal/level"
"github.com/divVerent/aaaaxy/internal/log"
m "github.com/divVerent/aaaaxy/internal/math"
m "github.com/divVerent/aaaaxy/internal/m"
"github.com/divVerent/aaaaxy/internal/propmap"
"github.com/divVerent/aaaaxy/internal/vfs"
)
Expand Down
1 change: 1 addition & 0 deletions internal/game/interfaces/actionpresseder.go
Original file line number Diff line number Diff line change
Expand Up @@ -21,4 +21,5 @@ import (
type ActionPresseder interface {
engine.EntityImpl
ActionPressed() bool
GetUpDown() int
}
28 changes: 26 additions & 2 deletions internal/game/player/player.go
Original file line number Diff line number Diff line change
Expand Up @@ -52,6 +52,7 @@ type Player struct {
JumpingUp bool
LookUp bool
LookDown bool
LookPressTime time.Time
Respawning bool
WasOnGround bool
PrevVelocity m.Delta
Expand Down Expand Up @@ -488,12 +489,21 @@ func (p *Player) LookPos() m.Pos {
X: p.Entity.Rect.Origin.X + PlayerEyeDX,
Y: p.LastGroundPos.Y + p.eyeDY(),
}

if p.LookUp {
focus.Y -= LookDistance
if time.Since(p.LookPressTime) > 125*time.Millisecond { // Delay movement
focus.Y -= LookDistance
}
}
if p.LookDown {
focus.Y += LookDistance
if time.Since(p.LookPressTime) > 125*time.Millisecond { // Delay movement
focus.Y += LookDistance
}
}
if !p.LookUp && !p.LookDown {
p.LookPressTime = time.Now()
}

return focus
}

Expand Down Expand Up @@ -523,6 +533,20 @@ func (p *Player) ActionPressed() bool {
return input.Action.Held
}

func (p *Player) GetUpDown() int {
if p.Goal != nil {
return 0
}

result := 0
if input.Up.Held {
result += 1
} else if input.Down.Held {
result -= 1
}
return result
}

func (p *Player) SetVelocityForJump(velocity m.Delta) {
p.Physics.SetVelocityForJump(velocity)
p.JumpingUp = false
Expand Down
99 changes: 88 additions & 11 deletions internal/game/riser/riser.go
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,9 @@ type riserState int
const (
Inactive riserState = iota
IdlingUp
IdlingDown
MovingUp
MovingDown
MovingLeft
MovingRight
GettingCarried
Expand All @@ -49,6 +51,7 @@ type Riser struct {
CarriedSize m.Delta

State riserState
RiserDown bool

Anim animation.State
FadeFrame int
Expand Down Expand Up @@ -96,7 +99,7 @@ const (
// UpSpeed is the speed the riser moves upwards when the player is standing on it.
UpSpeed = 60 * constants.SubPixelScale / engine.GameTPS

// SideSpeed is the speed of the riser when pushed away.
// SideSpeed is the speed of the riser when pushed away/pulled closer.
SideSpeed = 60 * constants.SubPixelScale / engine.GameTPS

// FadeFrames is how many frames risers take to fade in or out.
Expand Down Expand Up @@ -171,6 +174,12 @@ func (r *Riser) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entit
NextInterval: 16,
NextAnim: "idle",
},
"idledown": {
Frames: 1,
FrameInterval: 16,
NextInterval: 16,
NextAnim: "idledown",
},
"left": {
Frames: 2,
FrameInterval: 16,
Expand All @@ -189,12 +198,24 @@ func (r *Riser) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entit
NextInterval: 32,
NextAnim: "up",
},
"down": {
Frames: 2,
FrameInterval: 16,
NextInterval: 32,
NextAnim: "down",
},
"idlestand": {
Frames: 1,
FrameInterval: 16,
NextInterval: 16,
NextAnim: "idlestand",
},
"idledownstand": {
Frames: 1,
FrameInterval: 16,
NextInterval: 16,
NextAnim: "idledownstand",
},
"leftstand": {
Frames: 2,
FrameInterval: 16,
Expand All @@ -213,6 +234,12 @@ func (r *Riser) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entit
NextInterval: 32,
NextAnim: "upstand",
},
"downstand": {
Frames: 2,
FrameInterval: 16,
NextInterval: 32,
NextAnim: "downstand",
},
}, "inactive")
if err != nil {
return fmt.Errorf("could not initialize riser animation: %w", err)
Expand Down Expand Up @@ -306,11 +333,23 @@ func (r *Riser) Update() {
canPush := playerAbilities.HasAbility("push")
canPull := playerAbilities.HasAbility("pull")
canStand := playerAbilities.HasAbility("stand")
canRiserDown := playerAbilities.HasAbility("riserdown")
actionPressed := playerButtons.ActionPressed()
upDownInput := playerButtons.GetUpDown();
playerOnMe := playerPhysics.ReadGroundEntity() == r.Entity
playerDelta := r.World.Player.Rect.Delta(r.Entity.Rect)
playerAboveMe := playerDelta.DX == 0 && playerDelta.Dot(r.OnGroundVec) < 0

if canRiserDown {
if upDownInput == 1 {
r.RiserDown = false
} else if upDownInput == -1 {
r.RiserDown = true
}
} else {
r.RiserDown = false
}

if canCarry && !playerOnMe && actionPressed && (playerDelta.IsZero() || (r.State == GettingCarried && playerDelta.Norm1() <= FollowMaxDistance)) {
r.State = GettingCarried
} else if canPush && actionPressed {
Expand All @@ -319,16 +358,40 @@ func (r *Riser) Update() {
} else {
r.State = MovingLeft
}
} else if canPull && actionPressed {
if r.World.Player.Rect.Center().X < r.Entity.Rect.Center().X {
r.State = MovingLeft
} else {
r.State = MovingRight
} else if canPull && actionPressed { // Surely this code can be better improved
if !playerOnMe {
if r.World.Player.Rect.Center().X < r.Entity.Rect.Center().X { // Deadzone implementation
r.State = MovingLeft
} else if r.World.Player.Rect.Center().X > r.Entity.Rect.Center().X {
r.State = MovingRight
} else {
if r.RiserDown && !playerAboveMe {
r.State = MovingDown
} else if r.RiserDown {
r.State = IdlingDown
} else if !r.RiserDown {
r.State = IdlingUp
}
}
} else { // Remove the deadzone if player stands on it
if r.World.Player.Rect.Center().X < r.Entity.Rect.Center().X {
r.State = MovingLeft
} else {
r.State = MovingRight
}
}
} else if canStand && playerAboveMe {
r.State = MovingUp
if r.RiserDown {
r.State = MovingDown
} else {
r.State = MovingUp
}
} else if canCarry || canPush || canStand {
r.State = IdlingUp
if r.RiserDown {
r.State = IdlingDown
} else {
r.State = IdlingUp
}
} else {
r.State = Inactive
}
Expand All @@ -345,15 +408,29 @@ func (r *Riser) Update() {
case IdlingUp:
r.Anim.SetGroup("idle" + suffix)
r.Velocity = r.OnGroundVec.Mul(-IdleSpeed)
case IdlingDown:
r.Anim.SetGroup("idledown" + suffix)
r.Velocity = r.OnGroundVec.Mul(IdleSpeed)
case MovingUp:
r.Anim.SetGroup("up" + suffix)
r.Velocity = r.OnGroundVec.Mul(-UpSpeed)
case MovingDown:
r.Anim.SetGroup("down" + suffix)
r.Velocity = r.OnGroundVec.Mul(UpSpeed)
case MovingLeft:
r.Anim.SetGroup("left" + suffix)
r.Velocity = r.OnGroundVec.Mul(-IdleSpeed).Add(m.Delta{DX: -SideSpeed, DY: 0})
if r.RiserDown {
r.Velocity = r.OnGroundVec.Mul(IdleSpeed).Add(m.Delta{DX: -SideSpeed, DY: 0})
} else {
r.Velocity = r.OnGroundVec.Mul(-IdleSpeed).Add(m.Delta{DX: -SideSpeed, DY: 0})
}
case MovingRight:
r.Anim.SetGroup("right" + suffix)
r.Velocity = r.OnGroundVec.Mul(-IdleSpeed).Add(m.Delta{DX: SideSpeed, DY: 0})
if r.RiserDown {
r.Velocity = r.OnGroundVec.Mul(IdleSpeed).Add(m.Delta{DX: SideSpeed, DY: 0})
} else {
r.Velocity = r.OnGroundVec.Mul(-IdleSpeed).Add(m.Delta{DX: SideSpeed, DY: 0})
}
case GettingCarried:
r.Anim.SetGroup("idle" + suffix)
// r.Velocity = playerPhysics.ReadVelocity() // Hacky carry physics; good enough?
Expand Down Expand Up @@ -463,7 +540,7 @@ func (r *Riser) Update() {
r.carrySound.update(r.State == GettingCarried)
// For push and moving up, decide sound by whether we're actually moving.
r.pushSound.update((r.State == MovingLeft || r.State == MovingRight) && r.Velocity.DX != 0)
r.riseSound.update(r.State == MovingUp && (r.Velocity.DY == UpSpeed || r.Velocity.DY == -UpSpeed))
r.riseSound.update((r.State == MovingUp || r.State == MovingDown) && (r.Velocity.DY == UpSpeed || r.Velocity.DY == -UpSpeed))

r.Anim.Update(r.Entity)

Expand Down
4 changes: 2 additions & 2 deletions scripts/build-generated-assets.sh
Original file line number Diff line number Diff line change
Expand Up @@ -49,9 +49,9 @@ if [ x"$AAAAXY_GENERATE_ASSETS" = x'true' ]; then
fi
${GO} run ${GO_FLAGS} github.com/divVerent/aaaaxy/cmd/dumpluts --palette_max_cycles=inf

sh scripts/image-load-order.sh assets/generated/image_load_order.txt assets/tiles assets/sprites third_party/grafxkid_classic_hero_and_baddies_pack/assets/sprites
sh scripts/image-load-order.sh assets/generated/picture_load_order.txt assets/tiles assets/sprites third_party/grafxkid_classic_hero_and_baddies_pack/assets/sprites
if [ x"$AAAAXY_DIFF_ASSETS" != x'false' ]; then
diff -u assets/_saved/image_load_order.txt assets/generated/image_load_order.txt
diff -u assets/_saved/picture_load_order.txt assets/generated/picture_load_order.txt
fi

if [ x"$AAAAXY_DIFF_ASSETS" != x'false' ]; then
Expand Down
20 changes: 20 additions & 0 deletions scripts/generate-checkpoints-only.sh
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To be removed when open for merging

Original file line number Diff line number Diff line change
@@ -0,0 +1,20 @@
set -ex

: ${GO:=go}

# Run go natively.
export GOOS=
export GOARCH=

for lfile in assets/maps/*.tmx; do
lname=${lfile%.tmx}
lname=${lname##*/}

trap 'rm -f "assets/generated/$lname.cp.json"' EXIT
# Using |cat> instead of > because snapcraft for some reason doesn't allow using a regular > shell redirection with "go run".
${GO} run ${GO_FLAGS} github.com/divVerent/aaaaxy/cmd/dumpcps -level="$lname" |cat> "assets/generated/$lname.cp.dot"
grep -c . "assets/generated/$lname.cp.dot"
neato -Tjson assets/generated/$lname.cp.dot > assets/generated/$lname.cp.json
grep -c . "assets/generated/$lname.cp.json"
trap - EXIT
done
2 changes: 1 addition & 1 deletion third_party/SDL_GameControllerDB/assets/input
Submodule input updated from e7aecb to fbb3ee