Clean up item code.
Reorder some ifs in order to prevent the player from crouching when he can't enter a door. This makes it consistent with trying to open lockboxes or pick up items.
Fix oversight that caused the secret head to spawn as a normal item.
When walking over a door, lockbox, or the bridge, show which items are necessary to "unlock" it, in the HUD.
Use saner ordering in the HUD.
When starting a new game, after the ending, be sure to wipe the rendered (sorted) inventory, so they don't keep rendering afterwards.
Thanks to Tempest for pointing out this oversight to me.
Add parallax effect.
Clean up the level definitions, so we don't need more than one filename, which was redundant since they all followed a pattern.
Particle effects for landing on the ground.
Update level data because we have more backgrounds that use parallax now.
Add area definitions. Move the ambient noises there, and add particle colors, so the particles can match the foreground color.
Start jumpFrames at 0, preventing the player from jumping midair while getting out of the bed.
Crawling is not a valid state to start crouching from.
Bit of improvement to the monster. It now gradually closes in on the player, and has a chance of jumping around.
Add scaling variable, making resolution changes easier. Eventually will be configurable by the user.
Add water to the game, this is for the lake area, and will probably be added to other areas as well.
Add splashing particle effects for the water.
Make particle speeds constant.
Make walking in water splashes a bit bigger.
Add foreground layer support.
Auto-detect whether parallax needs to be used, instead of having to explicitly specify it.
Tie fadeouts to the update rate, which is 60Hz, instead of the framerate, which is uncapped.
Move particles back to the foreground.
Implement the new route.
Remove the item penalty when hitting the monster.
After picking up an item, turn the tile that was containing it into an ordinary air tile, to allow crouching there.
Fix the ending, since it was trying to use nil as an areadef and throwing an error.
Fix an oversight that made the lockboxes and the water use the same tile type.
Make the static fade out quicker.
Variable walking/landing sounds depending on surface type (dirt/grass/stone/wood).
Fix an old bug in the monster spawning that tried and failed to spawn him in a ceiling. We now keep looping until we find a 3-high opening.