| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2025-03-17 | feat(controller): use mouse wheel to quickly select next bullet | Eltrac | |
| 2025-03-16 | feat(ui): game over screen | Eltrac | |
| 2025-03-14 | feat: wave mechanism | Eltrac | |
| 2025-03-13 | fix: cannot use contact listener after world regeneration | Eltrac | |
| 2025-03-13 | feat: player now can click right to punch mobs | Eltrac | |
| 2025-03-13 | refactor: move room switch trigger to door contact | Eltrac | |
| due to the requirement for adding doors and door bodies before initializing body lifecycle manager, move lifecycle manager to game initialization and create more bodies with this manager | |||
| 2025-03-12 | feat(audio): play projectile sound when player shoots | Eltrac | |
| 2025-03-12 | fix: game crash when creating new body during world update | Eltrac | |
| use a body lifecycle manager to create after world update is done | |||
| 2025-03-12 | fix: occasional error when one of the contacted body is nil | Eltrac | |
| 2025-03-12 | chore: better onContact hook when dealing collisions | Eltrac | |
| 2025-03-12 | refactor: damage enemy on shot contact, not on detecting bullets itself | Eltrac | |
| 2025-03-12 | refactor: clearer player-related module division | Eltrac | |
| - Remove logic.player module, move the into objects.player. - Controller module does not deal with specific player movement. Instead, it calculates essential data and pass that to player methods | |||
| 2025-03-11 | chore: tidy up dependencies and clean code | Eltrac | |
| 2025-03-11 | refactor: implement physics engine | Eltrac | |
| replace original moving logic and collision detection with love.physics | |||
| 2025-03-11 | refactor: configure window info in conf.lua | Eltrac | |
| 2025-03-11 | refactor: object updates itself with :update() function | Eltrac | |
| 2025-03-09 | chore: tidy up | Eltrac | |
| 2025-03-09 | feat: simple i18n and pixel-style font | Eltrac | |
| 2025-03-08 | feat: welcome text and notification when map's changed | Eltrac | |
| 2025-03-06 | chore(render): init render manager flexibly | Eltrac | |
| 2025-03-04 | refactor: calling renderer | Eltrac | |
| 2025-03-04 | perf: localize all objects module | Eltrac | |
| 2025-03-04 | refactor: make Body object local | Eltrac | |
| 2025-03-04 | refactor: make data tables local | Eltrac | |
| 2025-03-04 | refactor: make loot an object | Eltrac | |
| 2025-02-28 | feat: room cleared counter | Eltrac | |
| 2025-02-28 | refactor: separate controller logic | Eltrac | |
| 2025-02-27 | feat: charging is required when shooting red heart or the last heart | Eltrac | |
| the additional waiting time (charging) is used to warn the player of dangerous move | |||
| 2025-02-27 | refactor: rename function | Eltrac | |
| 2025-02-27 | refactor: make player an object | Eltrac | |
| in order to separate player-related game logic and player state management | |||
| 2025-02-27 | feat: player can rearrange heart with number keys | Eltrac | |
| 2025-02-27 | refactor: make shot an object | Eltrac | |
| 2025-02-25 | feat: big heart split into 4 red heart after hit | Eltrac | |
| 2025-02-21 | chore: remove prints for debugging | Eltrac | |
| 2025-02-20 | feat: place obstacles in rooms | Eltrac | |
| 2025-02-20 | refactor: draw sprite according to body | Eltrac | |
| 2025-02-20 | refactor: use Body object | Eltrac | |
| - Body defines an object's size and shape - Body provides a universal function to detect collision | |||
| 2025-02-19 | refactor: organize project structure | Eltrac | |
| - change the way modules are imported, defining module directly in globals - move enemy data and heart data into individual files and /data directory | |||
| 2025-02-19 | refactor: make renderer a utility | Eltrac | |
| also organize library imports | |||
| 2025-02-19 | fix: screen darkens when player is shielded | Eltrac | |
| 2025-02-19 | refactor: put all update functions together | Eltrac | |
| 2025-02-19 | chore: rearrange render sequence | Eltrac | |
| 2025-02-19 | fix: player got caught between doors | Eltrac | |
| - can't leave if a room's not cleared - move player slightly forwards so that it won't touch door area after entering | |||
| 2025-02-19 | refactor: separate logic and object | Eltrac | |
| 2025-02-19 | feat: enemies now move towards player | Eltrac | |
| 2025-02-18 | feat: randomly generate enemies in each room | Eltrac | |
| just temporary | |||
| 2025-02-18 | fix: reinitialize seed of pseudo-random generator | Eltrac | |
| 2025-02-18 | feat: entering new rooms | Eltrac | |
| - door connects two rooms - detects if player enters a door, if so, then switch room and update player location | |||
| 2025-02-18 | refactor: use Door object to handle room entrance and exits | Eltrac | |
| 2025-02-16 | feat(render): draw rooms and doors | Eltrac | |
