* Reorganize MapEngine
This is already turning into a mess...
* Map engine selects tile index to use
Still very ugly
* Fix subtile flag combination
* Prepare randomly generated base tiles
* Restore collision viewer
* Movement works again, searches for straight paths
Paths are now d2vector slices
* Fix LOS calculation
* Fix test (I think)
* smooth camera with vectors
* add smooth cam support to map engine test
smooth cam now works in map engine test.
clicking or holding the left-mouse button will move the camera.
also works with freecam mode in single-player.
* Update ebiten_renderer.go
did not mean to edit this file
* delint_d2networking
not sure what to do about lint error G110 on calls to `io.Copy`, warns
about gzip compression bomb possibility, leaving those.
all todo's have been left.
* removed duplicate const
remove unused struct vars that were only stored in order to pass to the next screens
consolidate create game code to single method
export ScreenMode consts and SetScreenMode method to allow app to create the correct screens
Co-authored-by: carrelda <carrelda@git>
* Fixed NaN on normalize 0 vector.
* Tentative implementation in getStepLength.
* mapEntity.TileX/Y removed.
* Fixed Position and Target not being initialised in createMapEntity.
* mapEntity.Position is no longer embedded.
* mapEntity.LocationX/Y no longer used outside map_entity.go.
* mapEntity.subCellX/Y removed.
* mapEntity.LocationX/Y removed.
* mapEntity.OffsetX/Y and TargetX/Y removed.
* Direction method added to Vector, returns 0-64 direction.
* Moved Vector.Direction() to Position.DirectionTo and refactored.
* Renamed RenderOffset from SubCell and tested IsZero.
* d2math.WrapInt added for use with directions.
* Tidied up position and tests.
* Refactored d2common.AdjustWithRemainder into d2mapEntity.
* Tidying up d2mapEntity.
* Final cleanup.
* Lint warnings.
* Spelling correction.
* adding resource entry for inventory.txt
* adding loader for inventory.txt
* adding call to inventory.txt loader in d2app
* d2game now uses the inventory.txt records for making the inventory panel
* Allow the execution of JS from the terminal when hosting a local game or playing a single game
Signed-off-by: William Claude <w.claude@thebeat.co>
* Reorganise imports on edited files
Signed-off-by: William Claude <w.claude@thebeat.co>
* Remove Reset
Signed-off-by: William Claude <w.claude@thebeat.co>
* Add PushEffect, handle effects in renderer
* Set effects instead of blend
* Stop using PushCompositeMode, use PushEffect
* Remove remaining composite mode things
The split between d2ui and d2asset Font version caused incorrect caching between the two. After looking at d2interface.Font, I saw the d2asset was the most recent and more tightly and cleanly packaged.
I therefore removed the old d2ui.Font and embedded the d2asset version in the d2ui.Label and d2ui.Button.
Looking at the code of d2ui, it would be logical to completly swap it for their d2gui version. But at least for the moment, the d2ui.Button as more functionality since it embeds a Label (instead of a font), and this label now has multiline horizontal alignement.
* 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
* more lint fixes for the d2core/d2term
* lint fixes for the escape_menu.go
* fixed lint issues of credits screen
* more lint fixes for the d2gamescreen
* lint fixes for the main menu of d2game/d2gamescreen package
* lint fixes for the main menu and map engine testing of d2game/d2gamescreen package
* more lint fixes for the main menu of d2game/d2gamescreen package
* lint fixes for the character select screen of d2game/d2gamescreen package
* 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
Only lint left are meaningful TODOs.
I also defaulted the level and exp parameters as if we were to handle non-default state, we would need much more information. It might be worth creating another function at that point.
* 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.
* Add PushBrightness to surface
* Highlight selectable objects
Check if mapentity is selectable. (seems reasonable)
Request objects to highlight themselves is required (idk)
* 412 - move missle code to game_client and add animation, still buggy
* mostly working casting animation that cancels path
Co-authored-by: carrelda@Davids-MacBook-Pro.local <carrelda@Davids-MacBook-Pro.local>
* WIP refactor of d2map stuff
* more d2map refactor
adding realm init to game client
passing map engine from client and server into realm at init
change `generate map packet` to have act and level index as data
* client explodes, but getting there
* realm now initializes, networking works, but map generators dont currently do anything
* changed the way that level type records are loaded
* fixed funcs for level data lookups
* started implementing level generator, currently crashing
* client no longer exploding
* d2networking refactor
put exports into d2client.go and d2server.go
kept GameClient and GameServer methods into their respective files
made methods for packet handlers instead of the giant switch statements
* bugfix: getting first level id by act
* minor refactor of gamescreen for readability
* towns now generate on server start, create player takes act and level id as args, levels have their own map engine
* First improvements
Signed-off-by: William Claude <w.claude@thebeat.co>
* Make the menu more generic
Signed-off-by: William Claude <w.claude@thebeat.co>
* Handle mouse events
Signed-off-by: William Claude <w.claude@thebeat.co>
* Remove debug statement
Signed-off-by: William Claude <w.claude@thebeat.co>
* Handle left clicks better
Signed-off-by: William Claude <w.claude@thebeat.co>
* Remove unused file
Signed-off-by: William Claude <w.claude@thebeat.co>
* Handle titles in screens
Signed-off-by: William Claude <w.claude@thebeat.co>
* Improve the menu using layouts
Signed-off-by: William Claude <w.claude@thebeat.co>
* Add support for onOff labels
Signed-off-by: William Claude <w.claude@thebeat.co>
* Mutualise title creation
Signed-off-by: William Claude <w.claude@thebeat.co>
* Add gutter and mutualise things
Signed-off-by: William Claude <w.claude@thebeat.co>
* Improve menu, mutualise a lot of things and support animated sprites
Signed-off-by: William Claude <w.claude@thebeat.co>
* Use a cfg struct instead of independent handlers
Signed-off-by: William Claude <w.claude@thebeat.co>
* Fix hardcoded value
Signed-off-by: William Claude <w.claude@thebeat.co>
* Clean things a bit
Signed-off-by: William Claude <w.claude@thebeat.co>
* Remove unused property
Signed-off-by: William Claude <w.claude@thebeat.co>
* First support for hoverable elements
Signed-off-by: William Claude <w.claude@thebeat.co>
* Add support for label selection feedback
Signed-off-by: William Claude <w.claude@thebeat.co>
* Add support options
Signed-off-by: William Claude <w.claude@thebeat.co>
* Update print statement
Signed-off-by: William Claude <w.claude@thebeat.co>
* Update rendering and clean code
Signed-off-by: William Claude <w.claude@thebeat.co>
* Remove debug things
Signed-off-by: William Claude <w.claude@thebeat.co>
* Handle hovering
Signed-off-by: William Claude <w.claude@thebeat.co>
* Support enter key for labels
Signed-off-by: William Claude <w.claude@thebeat.co>
* Attach methods to layout
Signed-off-by: William Claude <w.claude@thebeat.co>
* Move things under EscapeMenu
Signed-off-by: William Claude <w.claude@thebeat.co>
* Some renaming
Signed-off-by: William Claude <w.claude@thebeat.co>
* Clean
Signed-off-by: William Claude <w.claude@thebeat.co>
* Set hovered element ID when using the mouse
Signed-off-by: William Claude <w.claude@thebeat.co>
* Clean
Signed-off-by: William Claude <w.claude@thebeat.co>
* Delete unused file
Signed-off-by: William Claude <w.claude@thebeat.co>
* Wire save & exit with a nasty hack
Signed-off-by: William Claude <w.claude@thebeat.co>
* Remove unused file
Signed-off-by: William Claude <w.claude@thebeat.co>
* Remove dead code
Signed-off-by: William Claude <w.claude@thebeat.co>
* Reorder the code a bit
Signed-off-by: William Claude <w.claude@thebeat.co>
* Rename hoverableElement into actionableElement
Signed-off-by: William Claude <w.claude@thebeat.co>
* Prevent regenerating the label if the text didn't change
Signed-off-by: William Claude <w.claude@thebeat.co>
* Save/load hero stats and display them in stats panel.
* Load default hero state for characters created before saving stats was introduced
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* refactoring escape menu to allow pop back to menu
* refactors escape menu to allow exiting the game
* fixes bug causing player to not be removed on game exit