Dylan Wilson
7635d391f4
replaced GetBoundingRectangle methods with properties
2016-10-13 20:28:17 +10:00
Rafael Almeida and Dylan Wilson
dc7483cd58
Fixed the layers offset ( #264 )
2016-10-06 20:54:38 +10:00
Tyler and Dylan 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 Simser and Dylan 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-Stranks and Dylan Wilson
b6cf784a80
DynamicBatch2D - SpriteBatch API ( #251 )
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* 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 Matić and Dylan Wilson
1a7c89acd3
Added a new constructor and documentation to TextureAtlas class ( #250 )
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* 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...
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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 Wilson and GitHub
dc348c3a67
Merge pull request #247 from LithiumToast/framesPerSecond
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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 Wilson and GitHub
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