- added a new function in SoundPlayer that allows to adjust a playing activesound
- added new fast falling whoosh sound
- tuned whoosh sound to be right volume
- before player gets second portal gun l/r/z all shoot blue portal
- after player gets second portal gun l shoots blue, and r and z shoot orange portal
- the portal gun has much cleaner movement now
- portal gun has a recoil timer when it shoots for more game accurate animation
- portal gun is being "clamped" to an invisible sphere around its constraint point, so it can only go so far in one direction.
- This version implements a function that clamps all objects to an oval shape if they are touching a single portal
- This aleviates player clipping out of stage with wall/ground portal
- This aleviates physics objects clipping out of stage with wall/ground portal
- player can no longer walk partially into a wall portal then walk into the wall
Fixes#3Fixes#13
- this fix was implemented by simply clamping the x and y of the localPoint
to -0.1-0.1 and -0.2-0.2 respectively.
- objects can no longer clip through stage
- player can no longer clip through stage
Fixes#13
- the player shouldnt be able to shoot a portal while grabbing an object (as in game)
- if the player does shoot while grabbing an object then the object is dropped (as in game)
- The portal gun now has its own .c/.h files
- the portal gun is a struct containing a CollisionObject and RigidBody
- portal gun CollisionObject is set as a permanent player point constraint
- portal gun also moves while shooting
- video attached of it working
- was tested on N64 hardware no game breaking issues.
- removed long list of completed tasks
- added some new features
- added a sound addition todolist
- added a prioritized bug todolist (all hardware verified)
previously if the player walked with a decore object to a new room
within a level, the object would dissapear (because it was no longer
set to the correct currentRoom). This can be seen in test chamber 0 with the
radio for example.
- this is a simple fix to change the currentRoom of a grabbed object
to the players room if the player walks through a doorway.
This fix was implemented by checking the distance from the player to
the nearest collision object (thats not the player and the object they're
holding) and if that is too close, adjusting the grab point back towards the player.
grab point is also bounded to -1.5 -> 0 so that the grab point doesnt go somewhere odd.
Also if a player is holding an object and they are much too close to a wall
(less than 0.3 distance) it will disable grabbing on the object and drop the
object.
Fixes#32Fixes#11
- Door open and close sound implemented
- Pedestal rotating sound implemented
- Elevator moving sound and timing implemented
- fixed implementation to make use of object flags rather than global variables (this was a good catch because it fixed a bug when there were two buttons loaded at once)