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CHANGELOG.md

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Changelog

[0.1.13] - 2022-09-04

New HuD New level with new ladders
0_1_13_hud 0_1_13_new_layer

Changed

HuD

  • Update player HuD. Now the HuD for the player visualized not above the player but on the top-left corner
  • Update not only health count but also health bar
  • Decrease player health from 10 to 5

Audio

  • Update player background audio file and add extra ones.
  • Loop audio when it ends

Font

  • Update default font color

[0.1.12] - 2022-08-29

Animation Animation name
0_1_12_dj Double jump
0_1_12_ws Wall jump / slide
0_1_12_dj Attack

Added

  • Add player extra animations:
    • wall-slide animation
    • double-jump animation
    • attack animation
  • Add player new mechanics:
    • Slide by the wall (wall-slide)
    • Double jump
    • Jump from the wall (wall-jump)
    • Attack the enemies
  • Add side sensor which handles right and left sides for the player. It help to understand that the player has any contact on sides. For example it used to track enemies on attack or walls on wall_slide
  • Add textures.ron file which contains the whole game textures for the game. All player states and animations for it. Sizes, items in a sprite sheet and so on. The same logic for the enemies and tutorials.

Changed

  • Move all shared components into common/components file. Made main.rs file less and more readable.

[0.1.11] - 2022-08-20

Changed

  • Upgrade to bevy@0.8 and all related dependencies
  • Update offsets for player animations to make it more consistent

[0.1.10] - 2022-08-15

Animation Animation name
0_1_10_climb Climbing
0_1_10_death_by_hit Death by enemy hit
0_1_10_death_out_of_bounce Death by out-of-bounce

Added

  • Add idle, climb, hit, death animation for the player
  • Add PlayerAnimationState which says in which animation state the player right now. It helps to run the logic only on specific animation states and wait before we may start new physics actions.

Changed

  • Chang Player texture to the apple from Phil Giarrusso on itch.io
  • Show death menu only when the death player animation is over

Removed

  • Remove pumpkin and dragon icons
  • Remove changing the character by pressing Q key

[0.1.9] - 2022-08-10

Added

  • Add settings.ron file which stores all basic information about the game settings
  • Create temporary/settings.ron which contain instance of user settings. It's bein created only once when it's absent.
  • Read from settings to start the game with correct audio settings.

Removed

  • Disable TutorialPlugin for now because it has a bug which is described in the same file. Tutorial should be turned on when the game will be upgraded to bevy@0.8 version

[0.1.8] - 2022-08-08

0.1.8

Added

  • Add damage to the enemy when the player interacts with them.
  • Add an ability to change settings. For now, it's only music
    • Ability to turn on / off music
    • Ability to increase / decrease volume
    • Ability to go back to the main menu

Changed

  • Move MainMenuUI and DeadMenuUI into UI plugin and add only this plugin in main.rs. We may add additional UI plugins later and it will not affect main file.

[0.1.7] - 2022-07-24

Out-of bounce dead Enemy damage
0.1.7_1 0.1.7_2

Added

  • Add background game music when the player is playing the game. And paused it when the player is in menu.
  • Add player health and add HuD (Heads-up Display)
  • Add Health for Player and all enemies (currently all enemies has the same amount of health but it will be changed in the future).
  • Update Health component when the player clicked H keyboard (just for testing). There is no relation to the game. Just to check how to update Health component and HuD width.
  • Show dead menu when the player is dead. Forbid to resume the game if the player is dead
  • Add out-of bounce area when the player should die because it's a restricted area.

Changed

  • Add more complex game state. Add additional game state for Game and Menu states. Now Menu has Main andDead sub states.

[0.1.6] - 2022-07-12

0.1.6

Added

  • Add enemy sprites and make them look like a monsters
  • Add patrol for the monster to be able to walk on the map
  • Add enemy animation if they are on move (the same logic as we did for player)

Changed

  • Do not affect tutorials if there is any interactions except the Player. Because previously any kind of entity may affect tutorials and even the monsters removes tutorials after collision interactions.
  • Change enemy sprite rotation when the monster goes on left or right

[0.1.5] - 2022-06-21

Added

  • Add movement tutorial. When we show a UI on the top-left screen. And we're leading the user of how to move and climb

Faced bug

User couldn't jump on new levels. But ground detection works fine for current levels. Maybe the problem inside how the levels has been created or how ground detection checks new loaded levels.

I'll try to play with it and fix it in the next release.


[0.1.4] - 2022-06-10

Added

  • Add an ability to use main menu. When the user open the menu they may interact with Play and Exit buttons to play or exit the game respectively.

Removed

  • Remove an ability to jump in the air. Now the player may jump only once until it faced the surface.

[0.1.3] - 2022-06-06

0.1.3

Added

  • Add Main Menu to pause and resume the game. For now it may only pause and resume the game. But every button just resume the game and now it's more fake.
  • Add iyes_loopless crate to manupulate with the game state. For now player and enemies spawns only when user enter the game in the first time. And when the user in the menu all systems which are related with player or enemy are not running anymore. It should help to manupulate with systems extendability because the logic has been written for the whole plugin but not for the each system.

[0.1.2] - 2022-06-02

0.1.2

Added

  • [debug] Debug layer now might be run via command cargo run --features bevy/dynamic --features debug which enables debug layer on the top of current ones and visualize all the collisions on the screen.
  • Added an enemies on the screen based on Ldtk map position. Currently they are visualized just as boxes.

Changed

  • Updated bevy_rapier2d to 0.14 when the collider and rigid-body positions are read from the GlobalTransform instead of Transform. After that all collisions with the floor, ladders, and enemies works correctly. I've also created an issue into the bevy_ecs_ldtk when described the problem and @Trouv helped me with the explanation. Hopefully, now everything works fine.

Removed

  • sync_global_coords_with_local system because rapier now works with GlobalTransform.

[0.1.1]

Fixed

  • [debug] Update debug layer when dimensions are changed

[0.1.0]

0.1.0

Initial version which provides:

  • Spawn the player and the map with collisions
  • You may change player sprite by pressing Q (now only 2 options: Pumpkin and Dragon)
  • You may travel through different levels in the same map
  • Movement animation
  • Debug layer to visualize Player, Ladder and Wall collisions

What is not working:

Ladders isn't working

Ladders is not interactive when in the Ldtk settings set

LevelSpawnBehavior::UseWorldTranslation {
    load_level_neighbors: true,
}

by this config we load all nearby levels and change the position for the levels from local to global.

Collisions with walls are made by kludges

I've created a sync_global_coords_with_local to syncronize global coords and local coords after the collision has been set. I don't know why it happened by I think the same problem occurs for the Ladders