Commit Graph

205 Commits

Author SHA1 Message Date
ec7a9e41ff Begin draft imeplementation of batched rendering
Render all entities with the same texture in one call. Currently only
implemented for humanoid entities. Since we are rendering using triangle strips,
between entities there is invalid rastered data between entities. Using
degenerate triangles this may be mitigated, by indicating to OGL which triangles
it can skip in the rendering process.
2016-09-21 19:21:27 +10:00
7cb13b3cf8 Add additional entity struct data
Attempting to add child weapon data to an entity has revealed the need for an
entity origin to which children start transformations from. Worth exploring
scene graphs in the future.
2016-09-15 03:20:13 +10:00
5c4f493979 Add support for more attack-animations
Exploratory code to determine how to architect the engine for increasing
requirements in game play.
2016-09-14 01:34:57 +10:00
fc6f6e086f Add child entity to projectiles 2016-09-13 13:35:16 +10:00
1f799302c1 Fix sign multiplication error for projectile 2016-09-13 12:57:17 +10:00
8ddac9c110 Add projectile attack skill 2016-09-13 00:53:25 +10:00
5b682ddcf6 Add draft better string library implementation 2016-09-07 23:33:01 +10:00
da07ce3f75 Fix memory leak not freeing stb_decode ptr 2016-09-01 02:53:17 +10:00
4c38abc672 Integrate sfx audio into battle 2016-09-01 02:18:43 +10:00
5cccd3ebe8 Switch audio to hash table implementation 2016-08-31 19:59:56 +10:00
f6943e5efb Const asset and entity functions, minor clean up 2016-08-31 16:40:41 +10:00
e9db7b0570 Convert subtextures to use hash tables
Also clean up and add some block comments to aid code separation mainly in
AssetManager.
2016-08-30 18:42:37 +10:00
8b0f2f93e3 Use better generic hashtable implement. for assets 2016-08-30 14:19:18 +10:00
c93e6ca37c Pull out xml loading to assetmanager code 2016-08-30 00:11:00 +10:00
1d09bdfa20 Draft implementation of hash tabled textures 2016-08-27 04:15:13 +10:00
4c0c2808ca Load terrain image into game 2016-08-27 03:37:56 +10:00
aa8590d585 Clean up memory usage of XML loading 2016-08-26 02:59:28 +10:00
17cc6063a3 Restore battle system using hash data structs 2016-08-25 18:29:36 +10:00
7ca42f781a Start merging hash table access into assets
Basic implementation with many pre-existing features disabled untill all
parts of the system that interact with the assets transitions over.
2016-08-25 02:06:32 +10:00
b43754986f Load sprite sheet into new atlas structure 2016-08-24 18:31:26 +10:00
84a2c5e382 Implement common_atoi and add unit tests 2016-08-24 15:25:58 +10:00
1f2c2082a0 Add framework to parse xml tree into game data 2016-08-23 18:20:20 +10:00
2c1d3f9593 Build XML tree from XML tokeniser, print xml tree 2016-08-23 15:19:03 +10:00
a1ff789485 Basic XML tokeniser for reading spritesheet xml 2016-08-23 02:40:38 +10:00
4d7025876f Reorganise, separate motion from input parsing
Parse input was computing irrelevant data. The function has been inlined
and extraneous computations in the function has been moved to the
appropriate locations.
2016-08-22 23:13:44 +10:00
42a004e6e3 Align debug window to corner 2016-08-22 20:18:55 +10:00
ca415619dd Fix window logic to stop stealing scrollbar focus 2016-08-22 18:05:10 +10:00
4e585a4939 Move ui element rendering to window rendering 2016-08-21 15:19:11 +10:00
70a3032155 Add debug window, parent buttons to debug window 2016-08-21 00:21:50 +10:00
aa34bbefc3 Refactor window data to struct 2016-08-20 22:30:02 +10:00
1df75c54fc Add moveable window UI element 2016-08-20 18:41:17 +10:00
cc874888cc Add spacing in debug display stack, center all button text 2016-08-20 14:24:42 +10:00
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