Added upgrade class and upgrade manager.
Upgrade apply/ready code written. Upgrade code is still TODO.
Upgrade Manager still requires work before implementation.
Commented out a legacy/unused line of code from Player.
Added files to mac port.
Changed bounding box code to just move the box instead of calculating over and over
Test enemy collision code
Small fixes
Upgrade Stuff!
Added type and amount variables to upgrade class.
Changed character/player/enemy classes to load stat variables from a map called “stats”. (changed health/movespeed to load from stats)
Wrote character applyUpgrade code.
Wrote applyUpgrade code in UpgradeManager.
Removed duplicate code in EnemyManager.
Upgrades!
Hooked UpgradeManager into MainGameScene
Added Upgrade Text/Prompt. Q to accept, E to reject.
Fixed bug with UpgradeManager.
Randomly Generate Upgrades (Health and MoveSpeed).
Load upgrades from ini file (upgrades.ini)
Moved header line from ConfigurationHandler.cpp to ConfigurationHandler.hpp
Wrote/Created upgrades.ini
fixed collision(finally)
got collision working
Added background
Upgrade Revamp.
Added “+”, “x” and “set” options to upgrades.
Changed projectiles to load from owner variables.
Added projectile upgrades.
Changed upgrade text font size down to 50.
New enemies now get upgrades applied
UpgradeManager now needs to be passed to EnemyManager
Merge remote-tracking branch 'origin/0.1' into 0.1
Made Projectile Damage load from config.
Adjusted ProjectileDamage and EnemyMaxHealth.
added enemy triangle ai
Fixed slowing of bullets, and merged
Added game over scene
Added multiple upgrades per level (random chance).
Added some default upgrades (sample for designers)
Changed player max health to 50.
Added “F to level up” cheat.
Merge remote-tracking branch 'origin/0.1' into 0.1
Changed some enemy stuff to load up stats, like player
Changed player hit code, removed damage and set it outside where the function is called (different attacks do different damage).
Mac Port Stuff
Created Dymanic Shapes based on SmartPoints
CRAZY REFACT FOR DYNAMIC SHAPES