Chris Robinson
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0817d59f23
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Allow specifying where to start in an animation
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2013-04-24 19:09:36 -07:00 |
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Chris Robinson
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333354fe62
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Remove the character controller from the Animation class
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2013-04-24 07:10:41 -07:00 |
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Chris Robinson
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b80891099e
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Don't use the character controller to handle text keys
The Animation class has the Ptr and can call to whatever subsystem is needed.
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2013-04-24 06:48:34 -07:00 |
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Chris Robinson
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e8cabc9434
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Pass the loop count from loopgroup to the play method
Instead of queueing each iteration separately.
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2013-04-24 06:32:11 -07:00 |
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Chris Robinson
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c58dfbe921
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Specify the loop count to Animation::play
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2013-04-24 04:56:39 -07:00 |
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Chris Robinson
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8782ae6976
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Separate some Animation fields into a separate AnimLayer class
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2013-04-22 23:52:28 -07:00 |
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Chris Robinson
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bb64efc18e
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Improve looping behavior
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2013-04-22 05:08:52 -07:00 |
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Chris Robinson
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6c85d6763a
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Pass "loop stop" to the character controller
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2013-04-21 18:38:25 -07:00 |
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Chris Robinson
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d0703efd69
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Another place to check the class' isActor method
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2013-03-31 17:32:39 -07:00 |
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Chris Robinson
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4836ba16f7
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Implement turning states
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2013-03-31 03:50:20 -07:00 |
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Chris Robinson
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7b02ec411b
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Apply the rotation when updating the character controller
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2013-03-31 01:29:24 -07:00 |
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Chris Robinson
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466c0086b8
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Use a full Movement to hand off to the world physics update
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2013-03-31 00:13:56 -07:00 |
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Chris Robinson
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0ce188b7cc
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Store the position and rotation in MWMechanics::Movement
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2013-03-30 19:00:46 -07:00 |
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Chris Robinson
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af65ecd841
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Pass the movement vector in as a parameter to CharacterController::update
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2013-03-30 18:37:40 -07:00 |
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scrawl
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268bb23590
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Implemented sneaking animation
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2013-03-06 16:58:56 +01:00 |
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Chris Robinson
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48271e49ec
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Properly update the Ptr object in the mechanics manager when moving across cells
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2013-02-25 09:57:34 -08:00 |
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Chris Robinson
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89d4c245e9
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Better calculate jump velocity
The fatigue term isn't currently used correctly
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2013-02-24 03:30:33 -08:00 |
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Chris Robinson
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d77d035d3a
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Handle the "sound" events in runAnimation
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2013-02-23 14:15:11 -08:00 |
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Chris Robinson
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e6da9dfae5
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Specify the animation key to stop playing at
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2013-02-23 05:15:10 -08:00 |
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Chris Robinson
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f841576bba
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Don't override animations played with playgroup
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2013-02-23 01:54:46 -08:00 |
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Chris Robinson
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7fcca180b6
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Implement rudimentary jumping
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2013-02-20 20:08:04 -08:00 |
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Chris Robinson
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1399a06c76
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Update animation looping when setting the same state
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2013-02-19 04:01:33 -08:00 |
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Chris Robinson
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17200cb226
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Don't try to move when there's no speed
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2013-02-18 20:43:55 -08:00 |
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Chris Robinson
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627b866744
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Don't try to set a new state when dead
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2013-02-18 06:29:16 -08:00 |
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Chris Robinson
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f2948ced23
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Allow diagonal movement
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2013-02-18 03:07:31 -08:00 |
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Chris Robinson
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e4341525c8
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Add a jump state
Currently unused
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2013-02-15 04:45:28 -08:00 |
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Chris Robinson
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ff0099fa6e
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Scale the animation speed based on the animation velocity and movement speed
This may not be totoally correct since it takes the whole animation into
account, rather than just the looping portion. But it's good enough for now.
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2013-02-15 02:15:39 -08:00 |
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Chris Robinson
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cbaf489eb6
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Add running states
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2013-02-06 16:53:52 -08:00 |
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Chris Robinson
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fc307e64b0
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Add swimming states
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2013-02-05 19:05:07 -08:00 |
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Chris Robinson
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8c0bb1ff4d
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Rotate movement in the movement solver
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2013-02-05 14:02:14 -08:00 |
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Chris Robinson
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f7f1adfb9d
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Don't accumulate animations with activators
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2013-02-05 12:55:06 -08:00 |
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Chris Robinson
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2c39760bd5
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Move the movement solver code to mwworld's physics system
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2013-02-05 12:45:10 -08:00 |
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Chris Robinson
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82e4da4e64
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Get the half-extents from the physicactor
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2013-02-05 07:41:57 -08:00 |
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Chris Robinson
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39cf7b0b42
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Pass the Ptr of the object being moved to the move method
This prevents having to store another copy of it, which risks getting out of
sync.
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2013-02-04 11:17:48 -08:00 |
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Chris Robinson
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1a5cb8760d
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Rotate movement vector to world space before passing to the movement solver
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2013-02-04 11:04:20 -08:00 |
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Chris Robinson
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6b32fa7999
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Use the correct position for the actor
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2013-02-04 09:48:21 -08:00 |
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Chris Robinson
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1747c1e01a
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Integrate a new movement solver to handle object movement and collisions
Temporary, and pretty breoken. Needs some serious integration fixes.
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2013-02-04 07:10:14 -08:00 |
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Chris Robinson
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91513206a0
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Don't use per-animation accumulation values
This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
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2013-02-03 12:02:51 -08:00 |
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Chris Robinson
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51d5efeeb2
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Work out the state in the character controller update method
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2013-02-03 07:15:34 -08:00 |
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Chris Robinson
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7fe877d8ea
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Add a couple more character states
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2013-02-03 00:19:22 -08:00 |
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Chris Robinson
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007a5963de
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Handle most state changes in the character controller when setting the movement vector
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2013-02-02 23:39:43 -08:00 |
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Chris Robinson
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04d4c125ba
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Print when an animation event is unhandled
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2013-01-29 02:00:42 -08:00 |
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Chris Robinson
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37fe1bd3f0
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Handle looping in the Animation object
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2013-01-21 22:51:13 -08:00 |
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Chris Robinson
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e956a1cbc0
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Merge SpecialIdle character state into Idle
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2013-01-21 03:24:52 -08:00 |
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Chris Robinson
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6905bd18ba
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Filter out the group name from the text keys
It's already in the animation name, and the text keys are animation-specific
anyway.
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2013-01-21 02:59:12 -08:00 |
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Chris Robinson
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85ca1e993f
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Properly check if an animation exists before playing it
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2013-01-19 21:55:04 -08:00 |
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Chris Robinson
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68779375b2
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Implement WalkLeft and WalkRight character states
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2013-01-19 16:19:47 -08:00 |
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Chris Robinson
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a7b07ee5cf
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Don't reset the animation when setting the same state
Unless looping is being toggled on.
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2013-01-19 15:46:22 -08:00 |
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Chris Robinson
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e0541b52c4
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Use a list to store and get state information
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2013-01-19 14:56:24 -08:00 |
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Chris Robinson
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de2d084e61
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Add a looping property to handle if an animation should loop
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2013-01-19 14:22:15 -08:00 |
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