step0
Added the spheres and collision geometry from the python step0
TODO: inherit AsyncTask to do collision checking
Actor now inherits AsyncTask
Messing with tasks
Removed AsyncTask from Actor
Added static callback for Game task
Changed CMakeLists to build
Rewrote Actor and Added PlayerController
Rewrite changes Actor to be more similar to Panda3d's implementation of
Actor in python. Actor now inherits NodePath and shingle code no longer
has to be written.
Changes to ./src/main.*:
 * Updated the temporary code in Game to use the new Actors.
 * Now using Panda3d's built-in reference counters instead of using raw
pointers
Collision Update
controllers/playercontroller.cpp/h added
 * PlayerController takes care of user input and player movement/states
debug_macros.h
 * Added debug text macros
main.cpp
 * Changed m_win variable declaration to use Panda3D reference counting
 * Added stub code to load a level and set up colliders
 * Added a light to illuminate the level
 * Removed old collision tutorial code
Cleaned up code
main.cpp
 * Renamed Game to World to better represent the class
 * renamed OnInit(), OnLoop(), OnCleanup(), OnExecute() to fit style
 * Moved world loading code out of on_init()
 * Moved player loading code to PlayerController
Commit before moving CollisionHandlers
playercontroller.cpp/.h
 * moved player actor loading code into the controller
 * added a vector to keep track of collisions
 * changes not listed here will be removed
main.cpp/.h
 * added checks to catch null pointers
Added PlayerController movement states
controllers/playercontroller.cpp/h
 * Changed PlayerController constructor
 * Moved CollisionHandlers out of World and into PlayerControllers
--- CollisionHandlers will now be made for each actor rather than
--- have one global one
 * Added player state settings based on user input and player node
 * Added event handler patterns for wall collisions
 * Added event hooks for wall collisions
 * Temporarily changed dashes from shift to z
 * Added a few functions to wrap m_floorCollisionGravity functions
 * floats are now doubles
 * collisionFlag -> collisionList
 * clear_collision_flags() -> clear_collision_list()
 * set_collision_flags() -> set_collision_list()

main.cpp/.h
 * Updated PlayerController construction
 * Removed CollisionHandlers
Added CameraController class to handle camera
playercontroller.cpp/.h
 * Cleaned up some code
Improved player movement and added more states
playercontroller.cpp/h
 * Added checking to see if the player is too deep in the wall
 * Added wall slide state
 * Split state code from loop_task into update_move_state
Refactored code and finished walljumping/dashing
playercontroller.cpp/.h
 * Separated player movement and state changes
 * Added a timer for dashing and wall jumping
 * Jumping off the wall now pushes the player away from the wall
 - Player is now properly set to grounded when landing