doylet
f6943e5efb
Const asset and entity functions, minor clean up
2016-08-31 16:40:41 +10:00
doylet
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
doylet
8b0f2f93e3
Use better generic hashtable implement. for assets
2016-08-30 14:19:18 +10:00
doylet
c93e6ca37c
Pull out xml loading to assetmanager code
2016-08-30 00:11:00 +10:00
doylet
1d09bdfa20
Draft implementation of hash tabled textures
2016-08-27 04:15:13 +10:00
doylet
4c0c2808ca
Load terrain image into game
2016-08-27 03:37:56 +10:00
doylet
aa8590d585
Clean up memory usage of XML loading
2016-08-26 02:59:28 +10:00
doylet
17cc6063a3
Restore battle system using hash data structs
2016-08-25 18:29:36 +10:00
doylet
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
doylet
b43754986f
Load sprite sheet into new atlas structure
2016-08-24 18:31:26 +10:00
doylet
84a2c5e382
Implement common_atoi and add unit tests
2016-08-24 15:25:58 +10:00
doylet
1f2c2082a0
Add framework to parse xml tree into game data
2016-08-23 18:20:20 +10:00
doylet
2c1d3f9593
Build XML tree from XML tokeniser, print xml tree
2016-08-23 15:19:03 +10:00
doylet
a1ff789485
Basic XML tokeniser for reading spritesheet xml
2016-08-23 02:40:38 +10:00
doylet
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
doylet
42a004e6e3
Align debug window to corner
2016-08-22 20:18:55 +10:00
doylet
ca415619dd
Fix window logic to stop stealing scrollbar focus
2016-08-22 18:05:10 +10:00
doylet
4e585a4939
Move ui element rendering to window rendering
2016-08-21 15:19:11 +10:00
doylet
70a3032155
Add debug window, parent buttons to debug window
2016-08-21 00:21:50 +10:00
doylet
aa34bbefc3
Refactor window data to struct
2016-08-20 22:30:02 +10:00
doylet
1df75c54fc
Add moveable window UI element
2016-08-20 18:41:17 +10:00
doylet
cc874888cc
Add spacing in debug display stack, center all button text
2016-08-20 14:24:42 +10:00
doylet
801107908a
Add toggle debug display button and config entry
2016-08-20 14:18:05 +10:00
doylet
6ec92358b2
Add audiostate field and audio toggle ui button
2016-08-19 00:56:02 +10:00
doylet
90068d2c64
Add string length in pixel func, add button label
2016-08-19 00:25:43 +10:00
doylet
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
doylet
e90b31de55
Separate UI code into own file
2016-08-17 18:04:51 +10:00
doylet
5cd7239c8a
Switch rendering to xy bottom left, zw top right
2016-08-17 17:35:31 +10:00
doylet
cb857cfaa6
Reassign debug keys, backspace on textfield added
2016-08-17 15:57:42 +10:00
doylet
8aa23b7cfc
Add delayed key repeat
2016-08-17 15:29:14 +10:00
doylet
80b35d404d
Add better input parsing with key repeat tracking
2016-08-17 02:21:02 +10:00
doylet
22973ef51d
Add text field draft implementation
2016-08-10 21:52:05 +10:00
doylet
4127542d1d
Clean up scroll bar implementation
2016-08-10 18:23:19 +10:00
doylet
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
doylet
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
doylet
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
doylet
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
doylet
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
doylet
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
doylet
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
doylet
b5db6e0e2b
Add one-shot audio playback (i.e. buffer all data)
2016-08-04 00:32:13 +10:00
doylet
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
doylet
190822c1f6
Add entity attack audio cue
2016-07-28 22:17:32 +10:00
doylet
9ec87fc8be
Remove old tutorial file
2016-07-28 15:58:49 +10:00
doylet
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
doylet
8a3886a60e
Separate entity functions to own file
2016-07-28 14:33:58 +10:00
doylet
1427ee3fde
Add draft audio change concept on mob proximity
2016-07-28 13:36:16 +10:00
doylet
ac775b39c2
Add error checking to Audio API
2016-07-28 13:11:30 +10:00
doylet
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