Commit Graph
676 Commits
Author SHA1 Message Date
Dylan Wilson 7635d391f4 replaced GetBoundingRectangle methods with properties 2016-10-13 20:28:17 +10:00
Rafael AlmeidaandDylan Wilson dc7483cd58 Fixed the layers offset (#264) 2016-10-06 20:54:38 +10:00
TylerandDylan Wilson 5abf5b7d60 Fix typo (#258)
Fix a typo in the Readme.txt
2016-09-23 00:21:49 +10:00
Dylan Wilson b7454b399c refactored the game code into a screen 2016-09-14 20:44:16 +10:00
Dylan Wilson 9f6bb67c73 tweaking 2016-09-14 20:19:26 +10:00
Dylan Wilson ce09d1978f weird rules around death 2016-09-09 21:07:01 +10:00
Dylan Wilson 5bf0642509 enemies can kill you 2016-09-08 21:46:54 +10:00
Dylan Wilson 2ac7bc5d35 implemented super quick and dirty enemy ai 2016-09-06 22:10:49 +10:00
Dylan Wilson 9b0706725a Merge branch 'develop' of https://github.com/craftworkgames/MonoGame.Extended.git 2016-09-06 21:52:44 +10:00
Dylan Wilson 0bf3b24c57 started working in introducing an enemy 2016-09-06 21:52:38 +10:00
Bil SimserandDylan Wilson 304a14d5f7 Added additional overloads to the BitmapFont DrawString methods to support the same functions the SpriteBatch.DrawString have. Also updated the demo to showcase all of these. (#253) 2016-09-06 21:51:08 +10:00
Dylan Wilson 98beab39d6 player respawn 2016-09-02 21:44:21 +10:00
Dylan Wilson c8bd27df3d tweaked player animation again 2016-09-02 21:32:33 +10:00
Dylan Wilson fa9b9a8016 player sprite sheet animations are working 2016-09-02 21:27:47 +10:00
Dylan Wilson 1628fddf31 fixed some broken unit tests 2016-09-02 20:47:04 +10:00
Dylan Wilson 2c4a613e24 fixed a couple of merge issues 2016-09-02 20:40:48 +10:00
Lucas Girouard-StranksandDylan Wilson b6cf784a80 DynamicBatch2D - SpriteBatch API (#251)
* Matrix2D ToMatrix

* Merge draw calls when enqueueing.

* progress

* Batch2D sort modes

* SpriteBatch API for Batch2D

* doc fix

* doc fix

* DynamicBatch2D drawing API matches SpriteBatch

* Make End() protected

* Match SpriteBatch.Begin API

* DynamicBatch2D DrawSprite by destination rectangle

* GetPrimitiveCount -> GetPrimitivesCount

* doc fix
2016-09-02 20:32:18 +10:00
Dylan Wilson 5512fed2da Merge branch 'develop' of https://github.com/craftworkgames/MonoGame.Extended.git 2016-09-02 07:20:16 +10:00
Dylan Wilson 0bef2f688e fixed a minor bug in the player movement system 2016-09-02 07:20:02 +10:00
Josip MatićandDylan Wilson 1a7c89acd3 Added a new constructor and documentation to TextureAtlas class (#250)
* Added a new constructor to TextureAtlas. Also documented TextureAtlas class.

* Update TextureAtlas.cs
2016-09-02 00:03:49 +10:00
TheUltimateHose 0b05249d80 Blame me...
Seems like this got discarded while merging the remote tracking branch,
so here it is.
2016-09-01 14:36:00 +02:00
TheUltimateHose f8d9b62fa8 Merge remote-tracking branch 'refs/remotes/craftworkgames/develop' into develop 2016-09-01 14:30:22 +02:00
Dylan Wilson 22c95a80f1 fixed a minor issue with the fps counter in the batching demo 2016-09-01 21:28:01 +10:00
Dylan WilsonandGitHub dc348c3a67 Merge pull request #247 from LithiumToast/framesPerSecond
fix FramesPerSecondCounter
2016-09-01 21:24:09 +10:00
TheUltimateHose 132e91b90d Fixing the Objectgroups
So this time, everything is fixed and actually tested: The tilemap demo
works just fine (apart from Game.Exit() being obsolete). Those
objectgroups are now available in their respective TileSetTiles as seen
in this screenshot: http://screencast.com/t/YvdCmQoUcd
2016-08-29 17:51:23 +02:00
Lucas Girouard-Stranks 5efb13e028 fix to never lose time 2016-08-29 08:49:36 -07:00
Dylan Wilson 7413f5bda7 added the ability to destroy entities after a delay 2016-08-29 21:51:52 +10:00
Dylan WilsonandGitHub 47c3d009c5 Revert "Objectgroups for Tiles!" 2016-08-29 20:56:07 +10:00
Lucas Girouard-Stranks 04e65bb979 fix demo 2016-08-29 01:06:53 -07:00
Lucas Girouard-Stranks 8a756059dd use int instead of float 2016-08-29 01:06:44 -07:00
Lucas Girouard-Stranks b9b36d5952 forgot to remove unused property 2016-08-29 00:41:54 -07:00
Lucas Girouard-Stranks 4ae87d5c1f remove average 2016-08-29 00:36:20 -07:00
Lucas Girouard-Stranks 4ac6fed7b3 fix FramesPerSecondCounter 2016-08-29 00:19:02 -07:00
TheUltimateHose 9c8c35f458 Objectgroups for Tiles!
Those changes make the "per tile ObjectGroups" available. They are used
by Tiled for tile collision using Objects.
2016-08-28 00:49:58 +02:00
Dylan Wilson 2e89930c67 created player death using a particle emitter component 2016-08-27 22:09:47 +10:00
Dylan Wilson d40ee63e98 made the collision system more generic ready to add in more entity types 2016-08-26 22:00:11 +10:00
Dylan Wilson 1fe6a5917f making the entity components more generic 2016-08-26 21:10:42 +10:00
Dylan Wilson 7aa9576feb simplified the component system interface 2016-08-26 17:33:05 +10:00
Aurioch c5d4e61376 Added test which check if RectangleF can be constructed with Point instead of SizeF 2016-08-26 03:15:01 +02:00
Aurioch 3447f03ff4 Added another test to RectangleF 2016-08-26 03:01:45 +02:00
Aurioch b3d78270a6 Removed unnecessary constructor from SizeF 2016-08-26 01:50:02 +02:00
Aurioch fb6dcd27c8 Monogame.Extended.SizeF class: Added implicit operator which casts Vector2 to SizeF 2016-08-26 01:45:33 +02:00
Dylan Wilson ae5898e348 tightened up the controls so the feel pretty good 2016-08-25 22:30:24 +10:00
Dylan Wilson 1ce096d4b8 tweaking jumping 2016-08-25 22:02:36 +10:00
Dylan Wilson 73ee92b94e merged changes 2016-08-25 22:01:45 +10:00
Dylan Wilson fac25637bf working on jumping 2016-08-25 21:51:31 +10:00
Dylan Wilson 4b38c30143 using collision rectangles created in tiled 2016-08-25 21:08:02 +10:00
Lucas Girouard-Stranks 95c54f2fa6 Bug Fixes & API Update & Documentation Fixes 2016-08-24 16:05:09 -07:00
Lucas Girouard-Stranks 79244ba722 change to IDrawContext api 2016-08-24 00:15:07 -07:00
Lucas Girouard-Stranks 3cd4e52c36 optimization 2016-08-23 23:45:30 -07:00