| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2025-03-16 | chore(ui): avoid ui element overlap | Eltrac | |
| - move room name to right bottom corner - allow wrap for ammo bar and avoid overlap with room name | |||
| 2025-03-16 | feat(ui): minimap | Eltrac | |
| 2025-03-16 | feat: add effect sprite for vertical moving mobs | Eltrac | |
| also allow multiple effect sprites to be drawn on one mob | |||
| 2025-03-16 | fix(ui): misplaced charging indicator | Eltrac | |
| 2025-03-16 | feat(controller): easier bullet management | Eltrac | |
| old approach: press number keys to put specific heart to the end of the line new approach: press Q or E to move the next bullet index | |||
| 2025-03-14 | refactor: clearer structure of config global | Eltrac | |
| 2025-03-13 | feat(sprite): stun and sticky effects are demonstrated with an sprite | Eltrac | |
| 2025-03-13 | feat(ui): draw arc and arrow to indicate attack range and direction | Eltrac | |
| 2025-03-13 | fix: render loots at the bottom | Eltrac | |
| rename loot() to aloot() to be recognized as alphabetically the first to be drawn | |||
| 2025-03-13 | feat: pokob show different appearances in each health state | Eltrac | |
| 2025-03-13 | refactor: remove body object | Eltrac | |
| 2025-03-13 | refactor: remove body:draw method | Eltrac | |
| 2025-03-13 | refactor: a general function to draw rectangles | 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 | |||
| 2025-03-11 | refactor: implement physics engine | Eltrac | |
| replace original moving logic and collision detection with love.physics | |||
| 2025-03-11 | refactor: maintain all objects in room object | Eltrac | |
| 2025-03-11 | fix: loots exist across all rooms | Eltrac | |
| 2025-03-11 | feat: add color filter to indicate enemy status | Eltrac | |
| 2025-03-09 | feat: simple i18n and pixel-style font | Eltrac | |
| 2025-03-09 | fix: unrendered and undetected doors due to iterator issues | Eltrac | |
| 2025-03-08 | feat: welcome text and notification when map's changed | Eltrac | |
| 2025-03-06 | feat: display room name on screen corner | Eltrac | |
| 2025-03-04 | perf: localize all objects module | Eltrac | |
| 2025-03-04 | refactor: make data tables local | Eltrac | |
| 2025-03-04 | chore: remove debug print | Eltrac | |
| 2025-02-28 | fix: player moving animation | Eltrac | |
| 2025-02-28 | feat: enemy walking animation | Eltrac | |
| 2025-02-28 | fix: incorrectly drawn sprites | Eltrac | |
| refactored drawQuad function and set debug mode in config | |||
| 2025-02-28 | feat: room cleared counter | Eltrac | |
| 2025-02-28 | refactor: more intuitive charging indicator | Eltrac | |
| instead of a growing circle, now use an arc and its angle to indicate charging process | |||
| 2025-02-27 | feat: add lancer's sprite | 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: make player an object | Eltrac | |
| in order to separate player-related game logic and player state management | |||
| 2025-02-27 | refactor: make shot an object | Eltrac | |
| 2025-02-23 | feat(sprite): add sprite for player | Eltrac | |
| 2025-02-21 | style: different color for obstacles | Eltrac | |
| 2025-02-21 | fix: incorrect collison detection /w player and obstacles | Eltrac | |
| 2025-02-21 | fix: drawing doors at wrong location | 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 | feat: new types of enemy with various drops | Eltrac | |
| 2025-02-19 | fix: screen darkens when player is shielded | Eltrac | |
| 2025-02-18 | refactor: use Door object to handle room entrance and exits | Eltrac | |
| 2025-02-18 | refactor: cleaner code drawing doors | Eltrac | |
| 2025-02-16 | refactor: move ammo to player.hearts | Eltrac | |
| 2025-02-16 | chore: restrict player movement within room | Eltrac | |
| 2025-02-16 | refactor: add room arguments getter | Eltrac | |
| 2025-02-16 | feat(render): draw rooms and doors | Eltrac | |
