Commit Graph

16 Commits

Author SHA1 Message Date
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
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
3aaad2fba3 Add basic entity death code for singular entity 2016-07-20 02:23:11 +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
fff9e6e5b2 Implement battle time bar attacking within range
The main debug drawing elements have been moved to debug.c to avoid
cluttering up the main game file. The downside is that thus far the debug
values only track values post-update.

We have a notion of begin attack and end attack to allow code to drive the
animation system and apply effects after an attack animation has
completed.
2016-07-18 22:02:47 +10:00
c52d872058 Basic attack queue implemented for hero 2016-07-18 20:16:29 +10:00
a426461dad Fix up include headers, try to reduce dependencies
Ensure that all headers are self-sufficient instead of relying on included
headers to include headers for execution.
2016-07-16 23:27:52 +10:00
86b4d1e206 Add distance to battle range metric in pixels 2016-07-16 02:34:44 +10:00
b1875077b7 Additional debug string rendering infrastructure
Separate notion of rendering a static string, i.e. for debug display that
is absolutely positioned, and rendering of a regular string that moves
with the game camera.
2016-07-12 18:11:31 +10:00
d82afe49d0 Add memory allocation tracking data to debug state 2016-07-09 21:42:36 +10:00
54ecddad2f Add function call counting to debug infrastructure 2016-07-09 20:59:54 +10:00
1f364f7024 Update debug data architecture and methods 2016-07-09 20:46:04 +10:00