* moved filter constants back to d2enum
* moving key and mouse button enums into d2enum
* moving render type enum into d2enum
* moving input even priority enums into d2enum
* moving terminal enums into d2enum
* lint fixes for the game.go
* lint fixes for the gui_testing.go
* lint fixes for the blizzard_intro.go, map_engine_testing.go and select_hero_class.go
* added package comment for the d2gamescreen package
* fixes after merge
* Split DCC and decode direction on demand
* Clean up
* More cleanup
* Make dc6 animation it's own type
* Make base animation private
* Also decode DC6 directions on demand
* abstracted palettes, colors, and palette manager
* make asset manager use the palette manager interface
* added BGRA setter/getter, fixed lint errors
* abstraction for animation and animation manager
* abstracted font and font manager
* abstracted palettes, colors, and palette manager
* make asset manager use the palette manager interface
* added BGRA setter/getter, fixed lint errors
* abstraction for animation and animation manager
I realized that the file manager is actually managing file access
to the archives, but it's doing so through the archive manager.
I've renamed it, it's now called ArchivedFileManager because that
is really what it is.
* Fixed nil pointer in Copy()
* Position added
Added Floor() and String() methods to Vector.
Also added Position which declares an embedded Vector2 and returns various forms of it.
* Position tests improved
* Move MapEntity to d2interface
* New package d2object, first object initFun
Moves objects out to their own package and implements the very first
init function, torches/braziers now gets their animation mode set at creation.
* Apply name again
* Turn on waypoints
* Quit using ObjectLookupRecord in composite
* Unexport SetMode in map entities
* Get rid of weaponClass from MapEntity
* Pass ObjectType to composite instead of string
* Use layer weaponclass from cof
* Manage more stuff directly in composite
* Explicitly index when picking equipment
* DS1 reader no longer looks up objects
* Start of enteties managing their own equipment
* stringer and string2enum CompositeType
String2enum
* Use CompositeType stringer to simplify composite
* Finally fix GetDelimitedList
And lint issues
* NPC selects random equipment
* fixed lint issues of the package d2core/d2inventory
* fixed lint issues of the d2script package
* fixed lint issues of the d2common/d2interface package
* fixed lint issues of the d2common/d2resource package
* fixed lint issues of the d2core/d2term package
* fixed conflict errors
* Fixes#496 using ebiten.SubImage to Render Section of a Surface.
I had to add matching functions to both animation and sprite to get it to be called
for a sprite object.
* Fixed linter warning on comments for Sprite and Animation.
* Removing what's remaining of the old Sprite re-generation and caching.
* adding comments to d2interface for linter
* moved d2render renderer interfaces and types into d2interface
* fixed most lint errors for monstats loader
* de-lint d2data wip
* d2data: resolve linting errors
* adding comments to d2interface for linter
* moved d2render renderer interfaces and types into d2interface
* fixed most lint errors for monstats loader
* decouple bitmuncher to interface
* adding comments to d2interface for linter
* moved d2render renderer interfaces and types into d2interface
* fixed most lint errors for monstats loader
* String2enum ObjectAnimationMode
* Render objects at their assigned layer
Gets the orderflag from the object record and assign it to the mapentity
so the renderer can get at it.
This adds another render pass that loops through the objects.
* Get object animation speed from their txt entry