1 Commits (3cfd98a474d0279149ebc2dd5a52484e4f3dfbab)

Author SHA1 Message Date
  Joshua Reason 3e7480ff17 Added replace block + updated webgl build 4 years ago
  Joshua Reason 186a1dd634 Fixed cannon so we aren't waiting for it. Started to add hook shot. 4 years ago
  Joshua Reason 3afffa1575 -Updated water to new system + Jumping has a bounce effect 4 years ago
  s3607057 (Angus Niven) 465a8eb6b7 Implemented a procedural track creation framework. Track sections will now be added from a list prefabs, after checking that they can connect to the previous section. Sections that have passed out of camera view will disappear. Created a new scene using the procedural generator. The Lobby will now load it on starting a game. 4 years ago
  ClairePeta 92b845258f Checked with single player for the collision with traps. 4 years ago
  Claire Peta b72f2d042c Cannon, Water, Crystals and Conveyor all scripted and working with character animation 4 years ago
  s3607057 (Angus Niven) 0f9d8df6bc Implemented appropriate behaviour for having fallen into a hole: character loses their remaining moves for the round, respawns minus one life if they fell into a pit, or may jump out if they're in water. Changes to the FloatingOnWater prefab were necessary both to make the lose-your-remaining moves functions work (the block undernearth with the isWalkable and isWater flags), and to make it possible to fall into water on my build (shifting the box collider down by 1). If the latter causes issues on Claire's build, it can be reverted without affecting the rest of this commit, until we figure out how to make it work on all our machines. 4 years ago
  ClairePeta 3ed20990ef Trap scripts finished - for now - starting testing and will adjust if needed. 4 years ago
  ClairePeta e5cf27b937 Work in Progress - Scripting up Traps 4 years ago
  Claire Peta dbc30f7eca Finalizing of model/prefabs for Traps 4 years ago
  ClairePeta 60e9ecff0f Animal colour hex fix 4 years ago