* Use integer directions for rotating map entities
* Manage composite directly in npc
* Player manages its own composite
* Split up animation mode types
Players, monsters, objects all have their own types
* Clean up AnimatedEntity
* Rename AnimatedEntity -> Object
* Keep the object txt record on hand in Object
When clicking on the other side of a wall or in an an inaccessible area,
route the player the closest possible node. This allows running along
walls and matches the original closely.
Co-authored-by: Nicholas Eden <neden@zigzagame.com>
* Add InventoryItemMisc struct
* Add GetMiscItemByCode function
* Implement InventoryItem interface for InventoryItemMisc
* Add rings and amulets to the example items loading.
* Fix Y of LeftHand and RightHand equipment slots.
* Add "Ripolak" name to CONTRIBUTORS
* Remove double item
Copied go-astar into d2common/d2astar, made a few optimizations. Runs
roughly 30% faster according to my benchmarking.
Added a `maxCost` param to prevent searching the entire map for a path.
This probably needs tweaked a bit, but follows the original game more
closely.
Co-authored-by: Nicholas Eden <neden@zigzagame.com>
* make game update at 25fps, ui update at max fps
* minor edits to func names, d2resource constants
* renamed `loadDictionary` to `loadTextDictionary` to avoid confusion with `LoadDataDictionary`
* updated line in main.go that calls `loadTextDictionary`
* added tokens as constants inside of `d2resource/resource_paths.go` that are used in font/language paths
* moved locale string handling stuff into it's own func, now uses tokens defined in d2resource
* minor edits to func names, d2resource constants
* renamed `loadDictionary` to `loadTextDictionary` to avoid confusion with `LoadDataDictionary`
* updated line in main.go that calls `loadTextDictionary`
* added tokens as constants inside of `d2resource/resource_paths.go` that are used in font/language paths
* moved locale string handling stuff into it's own func, now uses tokens defined in d2resource
* fix: accidentally renamed func in d2asset
* git is hard
accidentally added changes not meant for this commit
* Improve run/walk/neutral animation handling. Initial parsing of LevelDetail records. Support for holding mouse buttons.
- Run/walk/neutral positions now map to a different animation mode(and speed) depending if in or out of town.
- Run/walk toggle which can be activated/deactivated with R key.
- Temporary(and incorrect) loading and mapping for LevelDetails records.
- Zone change label which shows the level name from LevelDetailsRecord when the player enters a different zone.
- Allow holding mouse left/right button to repeatedly generate an action.
* Remove duplicate load of LevelDetails. Replace numbers in zone change logic with their corresponding RegionIdType
* Move zone change check at the correct place
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* fix bugs
-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment
* remove config.json and replace go.mod line
* removing duplicate import of d2common
replacing all dh to d2common
* remove useless breaks from switch statement
* better range when value unused + prettying import
* item_affix rewrite
using return values instead of pointer references in arguments
* ebiten deprecated calls
* small fixes
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* fix bugs
-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment
* remove config.json and replace go.mod line
* update with new renderer and escape menu
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* fix bugs
-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment
* remove config.json and replace go.mod line
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* Switched to json formatted characters
* Added infrastructure for networking
* Minor updates.
* more updates for map engine/rendering
* More map engine changes and fixes
* adding pl2 as a fiel format and an asset manager for pl2 files
* adding pl2 as a file format and an asset manager for pl2 files
* pl2 asset manager and file format
* added call in main.go to load palette transforms
* removed incorrect PaletteTransformType declarations from main.go
* removingn bad resource path for palette transform
* PL2 file format added, added to asset management
PL2 files are beside palette files in the mpq
These files define palette transforms of their respective base palette.
I've bound a command to d2term (in d2asset.go)
load_pl2 <path>
* Clean up PL2 asset stuff
removed pl2 stuff from d2datadict, didn't belong in there
removed d2term debug binding
* minor cleanup for d2pl2
`renderPass2` is looping over every entity for every frame, this updates the method so it only evaluates each entity once.
Adds ability to query by rectangle or circle.
* Take directions in the range of 0-63
* Shift direction handling in animation further back
* Don't need to get the DCC direction here.
Because it was added to animation.
* Check direction is within range
* WIP: Add support for missiles
Break AnimatedEntity into two parts to support single and composite animations. Summon misssiles on right click.
* Break animated entity down further
Move npc only logic to npc struct, reduce duplication in map entities
* Change a bunch of int32s to int
* Switch to a 2d array for looking up subtile flags
Also fix up the walkableArea generation
* Check correct tiletype for walls
And fix the subtile tooltip text.
* Work on resource loading
* Use new material flag name. (#261)
Update ebiten ref while at it
* Hopefully fix CI (#262)
* Don't try to copy config.json on travis (#263)
I doesn't exist anymore
* Update D2Shared references
* Fix character selection rect
Co-authored-by: Ziemas <ziemas@ziemas.se>
* Cleanup config file loading, move defaults to code
* Default to fullscreen
* Cleanup
* Store configuration in UserConfigDir
* print config path on load and save
* Add basic movement
* Calculate step length based on tick time between updates, teleport to target if within one step.
* Smooth camera, hero movement
removed float to int conversions in Render and IsoToScreen functions
* Render hero in the center of the screen (assuming 800x600 resolution)
* Revert changing Render() parameters type
* Render hero in the tile loop
hero will naturally render in front of the walls of the current tile but behind the walls of the tile below
* Smoother steps near target coordinates
remove jitter from trying to get one step away from target on both axis
* Implement drawing COF Layers by priority
Hack it up by using always draw order for direction 0 until we get a
better handle on directions in the engine.
* Take directions in "cof directions"
Transform into dcc directions for loading frames.
* Set characters to dir 0 in char select.
Direction 0 is now facing down universally
* Scroll slowly in map test by holding shift
* Increase draw distance up and down
Avoid issues with long tiles popping in and out of view. (As long as
camera is reasonably within bounds)
* Switch items to dynamic load with a common struct, add misc.txt loading
* Update Ebiten Reference
* Switch references to point to D2Shared
* Migrate part 2