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path: root/lua/pets/animations.lua
Commit message (Collapse)AuthorAge
* feat(pets): spawn pets at random columns instead of leftGiuseppe Gadola2023-03-06
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* feat(animations): added left movementsGiuseppe Gadola2023-03-06
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* fix: extend pet-specific table to not raise errorsGiuseppe Gadola2023-03-05
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* refactor(animations): pet-specific set_next_col()Giuseppe Gadola2023-03-04
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* refactor: PetsSleepToggle to PetsIdleToggleGiuseppe Gadola2023-03-04
| | | | The word "sleep" is changed to "idle" in the whole project for readability.
* refactor: pet-specific valuesGiuseppe Gadola2023-03-04
| | | | Now using a file for each pet type for the pet-specific information like next_actions or sleep_actions
* feat(pets): added dogGiuseppe Gadola2023-03-01
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* fix: handle window/tab switchesGiuseppe Gadola2023-02-24
| | | | | Reload the popup when window/buffer is changed or there is any similar error. Related to #17 and #19.
* fix: crash when using `:only` or `:checkhealth`Giuseppe Gadola2023-02-23
| | | | | safe call for image:display() and if something goes wrong puts pets in hidden state. Pets need to be unhidden via `:PetsHideToggle`. Related to #17
* refactor: using vim.tbl_contains instead of utils.table_includesGiuseppe Gadola2023-02-19
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* fix @@@Matthew Sia2023-02-18
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* fix(toggles): fix pet spawning one row below while pausedGiuseppe Gadola2023-02-17
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* fix(toggles): fixed pausing while hiddenGiuseppe Gadola2023-02-17
| | | | | | before this fix pausing the pets while hidden would cause an error and/or break them and have them move twice as fast after being unhidden
* fix(toggles): fix pause after hideGiuseppe Gadola2023-02-17
| | | | | | Fixed the pets not pausing after being hidden and unhidden. Also fixed an hologram error found in the process
* Adding statefulness when toggling settingsKyle Mendes2023-02-16
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* Adding the ability to sleep pets, stopping their movementKyle Mendes2023-02-16
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* refactor(animation): refactored popup bufnr and lines tweaksGiuseppe Gadola2023-02-15
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* feat(commands): added hide and pause commandsGiuseppe Gadola2023-02-15
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* feat(pets): pets now play a death animation when killedGiuseppe Gadola2023-02-14
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* refactor(popup): the popup is now passed as a whole to the animationGiuseppe Gadola2023-02-14
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* docs: added some function explanations and commentsGiuseppe Gadola2023-02-11
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* refactor(options): options are passed directly as a tableGiuseppe Gadola2023-02-11
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* feat(animations): set next action dinamicallyGiuseppe Gadola2023-02-11
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* feat(animations): set next position based on current actionGiuseppe Gadola2023-02-11
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* feat(animations): use row and col optionsGiuseppe Gadola2023-02-10
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* fix(animations): fixed invalid buffer idGiuseppe Gadola2023-02-10
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* refactor(animations): frames are now image objectsGiuseppe Gadola2023-02-10
| | | | | | The frames table is contains a table for every action the pet can perform, the action table contains all the image objects for the specified action.
* feat(pets): ability to remove petsGiuseppe Gadola2023-02-10
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* docs: added some basic comments to explain functionsGiuseppe Gadola2023-02-10
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* refactor(animations): animations are now object orientedGiuseppe Gadola2023-02-10
| | | | | | Animations are refactored to be Object Oriented, so it is possible to have multiple pets independent from one anohter. An Animations instance is now an attribute of the Pet class.
* refactor: removed fps optionGiuseppe Gadola2023-02-10
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* feat: one pet walksGiuseppe Gadola2023-02-10