axx
c72c4d5768
Some corrections for credits ( #183 )
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Related to issue #77
2019-11-15 19:47:58 -05:00
Tim Sarbin
b5673c1d6f
Fix animation issue and map layer rendering. ( #181 )
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* Fixed animation 'catchup' issue. Fixed map layer rendering.
2019-11-15 14:12:23 -05:00
Tim Sarbin
4c9f0ec03e
Performance improvements ( #180 )
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* Performance improvements for rendering.
* Update go.mod
* Changed ebiten revision to support less copying
2019-11-15 13:40:26 -05:00
Ziemas
8ce6da1f6e
Render loop with two passes ( #179 )
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* Render in two passes
To avoid drawing over objects.
* Apply optimization suggestions
* Less pointers
* Also call GenTiles in GenerateMap, oops.
2019-11-15 11:03:58 -05:00
Tim Sarbin
a9cb2914b7
Revert "Render in two passes ( #169 )"
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This reverts commit 05ce55da65
.
2019-11-15 10:49:53 -05:00
Ziemas
05ce55da65
Render in two passes ( #169 )
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* Render in two passes
To avoid drawing over objects.
* Apply optimization suggestions
* Less pointers
2019-11-15 10:09:10 -05:00
Ziemas
0475a11512
Toggle tile display in map test with F7 ( #172 )
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* Toggle tile display in map test with F7
* Sub-tile display
Cycle through tile display modes with F7
2019-11-15 09:04:27 -05:00
Myles
b9209541c8
Closes Issue#176 ( #178 )
2019-11-14 23:55:51 -05:00
Tim Sarbin
b97bf6353d
Added inventory objects. ( #177 )
2019-11-14 22:20:01 -05:00
Ziemas
ea134afe90
Render to center of subtile ( #167 )
2019-11-13 22:26:52 -05:00
sclaire-1
3abfa51b8f
Edit README.md ( #168 )
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The about this project section, the second paragraph has been edited to improve flow. There was one spelling error as well.
2019-11-13 22:16:02 -05:00
Ziemas
e2bee09469
Place objects according to sub-cell ( #165 )
2019-11-13 20:31:47 -05:00
liberodark
f2ac62bf18
Update run.sh ( #151 )
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* Update run.sh
2019-11-13 15:54:26 -05:00
Tim Sarbin
da9b86c679
Fixed crash on 0 animation speed entities. ( #164 )
2019-11-13 15:08:09 -05:00
Averrin
78a70c2d2b
add map switcher ( #162 )
2019-11-13 14:26:42 -05:00
TehGoat
055fcd72ed
Idle animation and hover gets out of sync ( #161 )
2019-11-13 12:56:54 -05:00
TehGoat
358fa1481c
Modified hero animation speed ( #160 )
2019-11-13 12:32:17 -05:00
Averrin
f83ab90d96
Add CONTRIBUTORS file content to credits screen ( #159 )
2019-11-13 11:56:45 -05:00
liberodark
738a203325
Update go.yml ( #157 )
2019-11-13 08:49:58 -05:00
Tim Sarbin
2e05406f05
Update go.yml
2019-11-13 08:32:08 -05:00
Tim Sarbin
13cfb3d0c4
Update go.yml
2019-11-13 08:09:24 -05:00
Tim Sarbin
59dd184038
Created pull request action.
2019-11-13 08:08:39 -05:00
Tim Sarbin
a8171145f9
Started work on gameplay scene. ( #153 )
2019-11-13 00:31:52 -05:00
Tim Sarbin
4fa66988d4
Added the scrollbar. ( #152 )
2019-11-12 23:44:04 -05:00
Robin Eklind
12f8ca1004
d2enum: update readme to mention go generate
( #133 )
2019-11-12 17:36:30 -05:00
liberodark
bdda07f7e5
No need this option ( #147 )
2019-11-12 08:18:08 -05:00
Robin Eklind
e1d9f676cf
fix permissions on .OpenDiablo2 directory ( #144 )
2019-11-12 08:15:50 -05:00
Tim Sarbin
a6a9434267
Added more functionality to character select screen. ( #143 )
2019-11-11 23:48:55 -05:00
Tim Sarbin
f81eb5764d
More sprite optimizations. ( #141 )
2019-11-10 20:44:51 -05:00
Tim Sarbin
352ff81b72
Fixed texture atlas. Added GC debugging. ( #140 )
2019-11-10 20:13:10 -05:00
Tim Sarbin
9b8ce0cccf
Revert "Another sprite optimization experiment. ( #139 )"
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This reverts commit a9136eda0a
.
2019-11-10 17:58:36 -05:00
Tim Sarbin
a9136eda0a
Another sprite optimization experiment. ( #139 )
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* Attempting to use normal ebiten frames, but lazily loading them.
2019-11-10 17:52:45 -05:00
Ziemas
1ec7d2379e
Fix checkboxes ( #138 )
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And change the names of things because it was confusing me.
2019-11-10 17:52:30 -05:00
Tim Sarbin
3f01ad09ae
Renamed files to lowercase. ( #137 )
2019-11-10 17:36:25 -05:00
Ziemas
d4d3fdfad3
Checkboxes! ( #136 )
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And add them to the hero class scene.
2019-11-10 17:17:42 -05:00
Tim Sarbin
5d5009208b
Renamed all files to proper go conventions. ( #134 )
2019-11-10 14:06:05 -05:00
Tim Sarbin
f156475731
Added text entry. Fixed performance issue. Added error checking. ( #132 )
2019-11-10 12:28:41 -05:00
Tim Sarbin
e8292e9c42
More optimizations and cleanup. ( #131 )
2019-11-10 10:44:13 -05:00
Tim Sarbin
f2b1bdfba4
More package cleanup. ( #130 )
2019-11-10 08:51:02 -05:00
q3cpma
7370e12b53
Improve run.sh: ( #129 )
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* POSIX sh
* simpler distro detection
* don't create functions for stuff used only once
* add Gentoo (portage) support
* handle other distros gracefully
* ask before stealthily installing Go
* compile even when Go is already installed
2019-11-10 07:47:55 -05:00
Tim Sarbin
b41f7f4dab
Restructured everything. ( #128 )
2019-11-10 03:36:53 -05:00
liberodark
46e163bc38
Create run.sh ( #83 )
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* Create run.sh
2019-11-10 01:32:59 -05:00
Robin Eklind
44a6a5672c
common: convert objLookupRaw into a struct ( #108 )
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Ain't noone got time for that :)
So, we automated it:
a.sh: script automating the work
a.go: tool to pretty print the parsed ObjectLookups
b.go: output of a.go
c.go: compare before and after rewrite to ensure they are identical
a.go: https://play.golang.org/p/P8G1byhzMtY
b.go: output of `go run a.go`
c:go: https://play.golang.org/p/q8LXBbBhkp5
a.sh contents follows below:
#!/bin/bash
# go get golang.org/x/tools/cmd/goimports
# go get github.com/mewkiz/cmd/sar
echo -n -e "//+build ignore\n\npackage common\n\nvar ObjectLookups = " > b.go
go run a.go >> b.go
sar -i '[A-Za-z_][A-Za-z0-9_]*:[\"][\"],' '' b.go
sar -i 'Type:1,' 'Type:ObjectTypeCharacter,' b.go
sar -i 'Type:2,' 'Type:ObjectTypeItem,' b.go
sar -i 'common.ObjectLookupRecord' 'ObjectLookupRecord' b.go
goimports -w b.go
2019-11-10 01:29:34 -05:00
Robin Eklind
b0ca8138bd
common: use stringer and string2enum tools to convert back and forth between enum and string ( #107 )
2019-11-10 01:22:36 -05:00
Tim Sarbin
3555578c0e
Added support for all object layers. ( #127 )
2019-11-09 23:37:02 -05:00
Robin Eklind
09e713b1cb
common: generate atlas in y rather than x direction ( #126 )
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This lets us generate atlases that are more "square"ish,
and thus less likely to hit the graphics card boundaries
for texture dimensions.
Fixes #121 .
2019-11-09 23:33:09 -05:00
Ziemas
948ca1fc1a
Check if MPQ file was loaded before reading. ( #125 )
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And if it wasn't then tell the user which one instead of crashing.
2019-11-09 18:57:55 -05:00
Ziemas
4aba58eb28
Vsync and FPS display toggles. ( #124 )
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They now toggle more reliably as well as work globally.
2019-11-09 18:56:45 -05:00
Ziemas
ebff54cfba
Use delta time for scene updates. ( #123 )
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* Use delta time when updating scenes.
Delta time is in seconds and capped to 1/10th.
* Show FPS and VSYNC status in the bottom left corner.
Fixes #123
2019-11-09 16:17:01 -05:00
Tim Sarbin
c51e464676
More sprite optimizations ( #120 )
2019-11-09 01:13:49 -05:00