Chris Robinson
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000128d084
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Merge remote-tracking branch 'zini/master' into misc-cleanup
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2013-02-25 10:38:08 -08:00 |
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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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Marc Zinnschlag
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88e8659a49
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minor cleanup
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2013-02-25 16:52:31 +01:00 |
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scrawl
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73d48a95f6
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Add message box when the player tries to move when being overencumbered.
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2013-02-25 16:31:48 +01:00 |
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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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3348e8a436
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Clarify a comment
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2013-02-14 22:41:14 -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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0a4568bd11
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Move the PtrMovementList typedef to MWWorld
Use it for the doPhysics parameter, too
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2013-02-05 11:03:39 -08:00 |
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Chris Robinson
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d50832081c
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Remove the unneeded PhysicActor field from MovementSolver
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2013-02-05 09:37:02 -08:00 |
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Chris Robinson
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a782a9109b
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Store the vertical velocity in the physic actor
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2013-02-05 09:24:22 -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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1c604445ba
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Store movement vectors as they get returned
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2013-02-05 06:59:01 -08:00 |
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Chris Robinson
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5ee298cdc1
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Make sure the player updates last
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2013-02-04 14:08:38 -08:00 |
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Chris Robinson
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2f8affc955
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Make sure the player's controller is properly updated when they change
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2013-02-04 12:58:06 -08:00 |
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Chris Robinson
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ee9b19d2ed
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Make sure to remove a Ptr from the activators when requested
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2013-02-04 12:04:06 -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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d4ddaa3d95
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Only register activators that have a MWRender::Animation object
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2013-01-29 01:08:52 -08:00 |
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Chris Robinson
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fdabef65a1
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Use a method to update an object's cell in the mechanics manager
This prevents destroying and recreating the object's character controller (and
messing up the current animation) when moving between cells.
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2013-01-29 00:19:24 -08:00 |
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Chris Robinson
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8d98f3649c
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Use a separate class to handle activator mechanics
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2013-01-28 23:39:11 -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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Chris Robinson
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0b68953f0d
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Scale animation speed using the direction length
The direction length doesn't currently give a good speed, but it's something.
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2013-01-18 21:40:47 -08:00 |
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