Commit graph

431 commits

Author SHA1 Message Date
James Lambert e9e443ebeb Refactor door to be controlled by animation controller to allow for multiple door types 2023-03-26 21:33:23 -06:00
James Lambert 4736414bed Document how to use the debugger with the evedrive 2023-03-23 22:44:35 -06:00
lambertjamesd f92a592b70
Merge pull request #78 from westonCoder/readme-todolist-additions
Some README additions to track issues and new features
2023-03-23 20:28:30 -06:00
Weston Salinas e41e75f322 Some README additions to track issues and new features
- removed long list of completed tasks
- added some new features
- added a sound addition todolist
- added a prioritized bug todolist (all hardware verified)
2023-03-22 20:16:43 -05:00
lambertjamesd a700cc9d98
Merge pull request #72 from westonCoder/grabbing-through-wall-fix
Fixed Objects Clipping Through Walls
2023-03-22 17:07:58 -06:00
lambertjamesd 1c7d55d6db
Merge pull request #74 from westonCoder/fizzler-portal-crash-fix
Fixes Game Crash On Portal Exit Fizzler Enter
2023-03-22 17:06:54 -06:00
lambertjamesd f177d9c1e0
Merge pull request #76 from westonCoder/objects-dissappear-between-rooms
Fixed Objects Dissapearing Between Rooms
2023-03-22 17:06:11 -06:00
lambertjamesd 04de43b46a
Merge pull request #73 from westonCoder/objects-clipping-through-doors-fix
Fixes Objects Clipping Through Doors
2023-03-22 17:05:22 -06:00
Weston Salinas e6ce03faef moved room changing code to collision_scene in its own function 2023-03-22 15:32:11 -05:00
Weston Salinas 0b7fec38c2 fixed to use flags rather than function call. 2023-03-22 13:52:14 -05:00
Weston Salinas 4d88d9c3c4 Requested alterations implemented 2023-03-21 22:13:03 -05:00
Weston ef096a54f7
Merge branch 'master' into objects-clipping-through-doors-fix 2023-03-21 21:44:04 -05:00
lambertjamesd f55dd41501
Merge pull request #71 from westonCoder/add-various-sound-effects
Added Various Sounds to Game
2023-03-21 18:27:08 -06:00
lambertjamesd 40fb30c000
Merge pull request #67 from westonCoder/portal-pedastal-fix
Fixes #57
2023-03-21 18:25:40 -06:00
Weston Salinas ac697d8114 Fixed Objects Dissapearing Between Rooms
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.
2023-03-19 16:37:32 -05:00
Weston Salinas 0c8a96e796 Fixes Game Crash On Portal Exit Fizzler Enter
- only allows fizzler to close portals if the player is not in a portal currently.

Fixes #28
2023-03-17 09:59:07 -05:00
Weston Salinas 7ad51a2766 Fixes Objects Clipping Through Doors
- simply added a collision layer to doors so that decore objects cant clip through them anymore when closed
2023-03-17 09:40:20 -05:00
Weston Salinas 62cc0289c0 Fixed Objects Clipping Through Walls
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 #32
Fixes #11
2023-03-16 14:49:24 -05:00
Weston Salinas e360a288df Added A Few More Sounds and Utilized Flags
- 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)
2023-03-15 18:04:08 -05:00
lambertjamesd 030ba98694
Merge pull request #63 from westonCoder/hud-finishing-touches
HUD Finishing Touches
2023-03-14 21:26:14 -06:00
Weston Salinas ef476af8a3 Added Various Sounds to Game
- intercom on sound triggers when its the first queued sound
- intercom off sound triggers when its the last queued sound in a string of sounds
- button press sound implemented
- cube dropper now has a sound when it drops cube
- pedestal now has a shooting sound
2023-03-14 15:34:34 -05:00
Weston d3f32ba5b2
Merge branch 'master' into portal-pedastal-fix 2023-03-14 11:29:25 -05:00
Weston Salinas b6f3e33a2f Changed How Fix Was Implemented
- save checkpoint is now at a few more places
- removed previous revision
- removed portalgun flag from being saved to a save file in player.c
  this was due to the fact that that information is already saved in
  checkpoints (I think?) and doesnt seem to serve a purpose
- the only downside (or maybe this is intended) is when a player
  loads from a checkpoint it only seems to load from the start of the
  blender file level (so if there are two levels in one blender file
  and the player clipped out or died in the second level then it would load
  back to the first level in that blender file)
2023-03-14 11:21:04 -05:00
Weston 53c7d10130
Merge branch 'master' into hud-finishing-touches 2023-03-14 09:36:55 -05:00
Weston Salinas 05762daa42 small fixes to adhere to coding standards 2023-03-14 09:33:57 -05:00
James Lambert 1f2992fbb6 Work on the test chamber some more 2023-03-13 21:58:11 -06:00
lambertjamesd 8cfe569c00
Merge pull request #70 from westonCoder/player-action-sounds
Player Action Sound Additions
2023-03-13 21:41:52 -06:00
James Lambert aac8af391e Work on test chamber 07 2023-03-13 21:13:47 -06:00
James Lambert f4b149d24b Start work on test chamber 07 2023-03-13 21:13:47 -06:00
Weston 718b19a95b
Merge branch 'master' into player-action-sounds 2023-03-13 22:10:50 -05:00
Weston Salinas 52ede9d936 Player Action Sound Additions
- player now has footsteps (always sounds like concrete steps)
- player now has jump footstep
- player now has landing footstep
- player has select (grabbing) sound
- player now has select denied sound
- player has various new additions to flags to accomodate sounds

Fixes #20
Fixes #69
2023-03-13 22:04:31 -05:00
lambertjamesd 274194a3dc
Merge pull request #64 from westonCoder/camera-centering-functionality
Looking Forward/Backward Functionality
2023-03-13 20:29:10 -06:00
lambertjamesd b9e9a0d69c
Merge pull request #66 from westonCoder/signage_flickering
Flickering Signage Addition
2023-03-13 20:28:28 -06:00
lambertjamesd ff2345e58a
Merge pull request #68 from westonCoder/portal-gun-reset-at-level-zero
Resets Portal Gun State at Level 0
2023-03-13 20:26:01 -06:00
Weston Salinas 89576f28a8 Fixes #35 2023-03-12 14:59:14 -05:00
Weston Salinas 82e7c0f99a Fixes #57 2023-03-12 14:10:01 -05:00
Weston Salinas 66bccd2b5b Flickering Signage Addition
- there is now a new asset "signage_off.blend"
- when the player first looks at a sign it exponentially is on more often
- video attached to PR of flickering in action
- majority of changes in signage.c
2023-03-12 10:56:10 -05:00
Weston Salinas d800c11490 Looking Forward/Backward Functionality
the following has been implemented:
- C UP cancels out any pitch the player might have (looks straight)
- C DOWN cancels out any pitch and rotates 180 (looks behind)
- this was implemented with only existing quaternion math operations
- functionality disabled if player is looking directly up or down.
2023-03-05 22:02:22 -06:00
Weston Salinas 251a112ee0 HUD Finishing Touches
these are some final tweaks to the HUD:
- when grabbing an object HUD turns white (as in the game)
- blue part of HUD indicates that a BLUE portal can be shot (not just any portal)
- orange part of HUD indicates that an ORANGE portal can be shot (not just any portal)
- screenshots are attached

at this point I think every logic based hud element has been implemented
not sure where the asset for the center reticle is (the white dots right in the middle of the HUD),
but once we add that as an asset it should be easy to plop that in the middle of the rest of the HUD elements
2023-03-05 15:38:56 -06:00
lambertjamesd 4854249093
Merge pull request #61 from westonCoder/crouching-implementation
Added Crouching Functionality
2023-03-04 20:54:19 -07:00
lambertjamesd 1a07cfd7aa
Merge pull request #62 from westonCoder/true-hud-implementation
True HUD Implementation
2023-03-04 20:53:47 -07:00
Weston Salinas d21e70858b True HUD Implementation
In the real game the HUD is constantly checking if you are looking at a
valid wall to shoot a portal at. If you are, it displays both parts of the
HUD as filled in. if you arent they are both unfilled.

the hud in the game also has a portal indicator on the side of the hud
corresponding to the portal you last shot (also in the corresponding color)

both of the above things have been implemented in this PR. also attached are
images of it working.

I had to add a flag "just_checking" to a few functions involved when the
player normally shoots a portal and the validity checks are run. This flag
tells the functions to not actually shoot a new portal but just check if
shooting a portal would be valid.
2023-03-04 21:33:41 -06:00
James Lambert c87ea72890 Update setup instructions 2023-03-03 22:10:50 -07:00
Weston Salinas a24f7acec5 Added Crouching Functionality
- Added crouch to Right C button
- Removed movement being from other c buttons
- Added a new player flag for "crouched"
2023-03-01 17:05:41 -06:00
lambertjamesd d4de0ccccc
Merge pull request #60 from westonCoder/portal-hud-toggling
Added the hud toggling with portals opening and closing.
2023-03-01 08:33:14 -07:00
Weston Salinas a009e1b3ce Added the hud toggling with portals opening and closing. 2023-02-28 23:07:50 -06:00
James Lambert f6464067bb Finish up test chamber 06 2023-02-28 20:57:03 -07:00
lambertjamesd d0963a8146
Merge pull request #59 from westonCoder/gitignore-addition
added an exception to gitignore
2023-02-28 20:18:43 -07:00
Weston Salinas a9a4ac47db added an exception to the gitignore for the cimg zip that gits downloaded 2023-02-28 20:38:21 -06:00
James Lambert 9c815de719 Work on next test chamber 2023-02-27 22:04:31 -07:00