Commit Graph

173 Commits

Author SHA1 Message Date
801107908a Add toggle debug display button and config entry 2016-08-20 14:18:05 +10:00
6ec92358b2 Add audiostate field and audio toggle ui button 2016-08-19 00:56:02 +10:00
90068d2c64 Add string length in pixel func, add button label 2016-08-19 00:25:43 +10:00
c33b37b0ea Render battle damage on screen, draft implementation
Crudely done to get an understanding of the kind of storage needed to
store UI on screen that may have a limited life time.
2016-08-17 20:37:56 +10:00
e90b31de55 Separate UI code into own file 2016-08-17 18:04:51 +10:00
5cd7239c8a Switch rendering to xy bottom left, zw top right 2016-08-17 17:35:31 +10:00
cb857cfaa6 Reassign debug keys, backspace on textfield added 2016-08-17 15:57:42 +10:00
8aa23b7cfc Add delayed key repeat 2016-08-17 15:29:14 +10:00
80b35d404d Add better input parsing with key repeat tracking 2016-08-17 02:21:02 +10:00
22973ef51d Add text field draft implementation 2016-08-10 21:52:05 +10:00
4127542d1d Clean up scroll bar implementation 2016-08-10 18:23:19 +10:00
2d7262aa22 Add basic scrollbar imgui code 2016-08-10 01:43:26 +10:00
Doyle
f85ab5c86d Add readme.md to project 2016-08-05 01:55:52 +10:00
db1eb7b9f3 Switch over to rect vs v4 where appropriate
Main change is switching the camera to use a rectangle. There is no rect
change in renderer for grouping size and position together. Due to
noticing the use case of rendering- where it's convenient to be able to
offset the rectangle from the position value when passed into the
function explicitly without having to re-create offset Rectangle structs
to pass in.
2016-08-04 22:17:14 +10:00
eb1962e05e IMGUI use data from Gamestate, fix pointInRect bug
Wrong if logic causing point-in-rect to be valid if only x or y is
valid, where correct logic is both x and y need to be within the rect.
2016-08-04 21:17:16 +10:00
8eb9068093 Add notion of rect struct and button rendering
Begin switching over to using Rect instead of V4s for rectangle operations
for added semantics of pos and size, instead of 2 coordinate points. There
    are more meaningful rectangle operations based on its position and
    size. By providing that upfront it's more intuitive and convenient
    than deducing size from subtracting two vector elements.
2016-08-04 19:42:35 +10:00
adb1aa83f3 Add mouse tracking, add null-texture gen function
Refactor the creation of the null-texture into a function. Used for
blitting rectangles that don't have any texture associated with it.
2016-08-04 18:46:46 +10:00
aa505ed0b3 Remove input dependency on GLFW in game code
Create own platform abstraction for keyboard input for use in game code.
2016-08-04 18:19:02 +10:00
523fe0f2b1 Introduce notion of attack spec for battles
An attack spec will be used to hold the stats of both the attacker and
defender, grouping the data necessary to determine how much damage the
defender takes and other statuses caused by the attack.
2016-08-04 00:48:43 +10:00
b5db6e0e2b Add one-shot audio playback (i.e. buffer all data) 2016-08-04 00:32:13 +10:00
1900de6a92 Create event queue and start sorting entity list
Use event queue to decouple audio playback from the battle system. Switch
back to using begin and end attack within the entity update loop for
conciseness.
2016-08-03 23:20:03 +10:00
190822c1f6 Add entity attack audio cue 2016-07-28 22:17:32 +10:00
9ec87fc8be Remove old tutorial file 2016-07-28 15:58:49 +10:00
85becdfd6c Merge the game to dengine, reduce header coupling
Until engine architecture can clearly be separated from the game, i.e.
notion of entity storage belonging to game and concept of entity belonging
to engine, worlds/scenes belonging to game or engine- the project will
only refer to Dengine.
2016-07-28 15:19:23 +10:00
8a3886a60e Separate entity functions to own file 2016-07-28 14:33:58 +10:00
1427ee3fde Add draft audio change concept on mob proximity 2016-07-28 13:36:16 +10:00
ac775b39c2 Add error checking to Audio API 2016-07-28 13:11:30 +10:00
09972ced6e Add start/stop audio api, fix delete buffer bug
On intermittent stop of OpenAL playback deleting the buffers without
unqueuing the current buffers is an invalid operation, causing invalid
audio states on alGetSource().
2016-07-28 01:55:21 +10:00
630f2eaa5d Add audio looping, simplify audio API
Audio can be played with 1 call, audio_beginVorbisStream which
encapsulates the initialisation of the renderer and release on finish.
OpenAL is quoted to have a limitation of around 32 sources. Audio
renderers hence acquire a source slot on playback and immediately release
on finish. This ensures that sources are held optimally and minimises the
possibility of saturating the available sources.

Renderers hold an index to the source list, which the index reveals the
source ID for their use.
2016-07-27 22:50:14 +10:00
824d8fd8a0 Initial integration of audio to entity structure 2016-07-27 18:39:51 +10:00
54dd5c84fa Enumerate audio devices, add multi-audio rendering 2016-07-27 16:52:10 +10:00
9c3df0c488 Fix console rendering old strings, refactor audio
Removed duplication of audio buffering code in audio update and streaming
vorbis.
2016-07-27 01:40:22 +10:00
84a0f755ea Abstract audio playback into own file 2016-07-27 01:34:26 +10:00
99a700ca13 Add audio-streaming and loop support 2016-07-26 18:47:55 +10:00
6b2e759257 Basic audio with stb_vorbis decoding and openal 2016-07-25 22:10:50 +10:00
002d6524f1 Remove extraneous files, separate assets 2016-07-24 23:12:29 +10:00
71faaa78c4 Add openal-soft dependency, update opengl macro 2016-07-24 22:19:25 +10:00
8fc895e584 Unify entity update to only use state switches
Remove the use of beginAttack and endAttack in the entity update loop and
delegate all changes to entity through state switching. This
consolidates the flow of data in the loop more consistently by going
through one master function. This also minimises the number of
entry-points to functions that will update an entity states- for ease of
comprehension.
2016-07-24 01:22:59 +10:00
a43102ee26 Rotate targetting reticule to mob. Add pivot point
Notion of pivot point now for rotating, i.e. the anchor point at which
rotations are applied. Rotating the reticule is done by using inverse
trigonometry, namely atan2f.
2016-07-23 21:26:15 +10:00
358f850a2c Fixed wrong cross referencing attack to anim data 2016-07-22 19:29:12 +10:00
7b13615614 More corner case checks for battle interaction 2016-07-21 02:04:17 +10:00
2707c46df1 Add better support for multi-entity battles 2016-07-20 21:42:45 +10:00
906d66a12a Inline entityUpdateAndRender, clean up if branches 2016-07-20 20:13:44 +10:00
4f5270881f Add utility scripts for finding todos and statics 2016-07-20 17:15:31 +10:00
3aaad2fba3 Add basic entity death code for singular entity 2016-07-20 02:23:11 +10:00
3e2287e13a Link avatar UI health display to hero health 2016-07-20 01:06:29 +10:00
fd94eb5afd Mobs battle with hero, engine architect. changes
Mobs battle in real-time with the hero when in range. Start encapsulating
logic into entityStateSwitch() to organise entity properties changing
between different states.

Introduce basic concept of memory management in MemoryArena. Begin passing
around a memory object to track memory usage and eventually delegate
memory allocations through. Remove the old memory tracker in the debug
object and incorporate into engine primarily.

Add a debug console for logging information and events to the screen in
a console-like fashion. Debug is now initialised after the game, this is
so that you can pass the game's memory arena and font file to the debug
services. Debug services now properly initialise debug element positions
from this information and not through the update routine.
2016-07-19 21:19:26 +10:00
5fc58ca643 Create notion of state switching for entities
Encapsulate the process required to switch an entity from state to state
using a state switching function. Add extra minor debug markers.
2016-07-19 15:19:08 +10:00
403999b566 Change Animation names, stop input parse on attack 2016-07-19 13:32:31 +10:00
b8b76cecd3 Switch entity anims to use references to assets 2016-07-19 03:47:32 +10:00