Alex Yatskov
a194913609
Engine and region reorganization in preperation for spatial partitioning ( #249 )
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* Engine and region reorg
* Remove unnecessary file diff
* Remove extra render of debug mesh
2019-12-13 00:33:11 -05:00
Alex Yatskov
1262c80e6b
Create viewport and camera types ( #246 )
2019-12-08 22:18:42 -05:00
nicholas-eden
9a8e16c411
Pause npcs at each target location for a random time ( #245 )
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Loop through neutral animation a random number of repetitions before moving on. Only run the skill animation once, it is not designed for looping.
2019-12-06 23:58:36 -05:00
nicholas-eden
b5db51800c
Setup NPCs to follow paths ( #243 )
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Change location to contain canonical location, add field to get rounded location for tile rendering.
If NPC has path, loop through path.
2019-12-06 09:44:51 -05:00
j0y
c6235411b7
Add basic movement ( #240 )
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* 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
2019-12-02 16:55:48 -05:00
Ziemas
51d78bfcbf
Draw object layers in order and generally untangle the direction mess. ( #239 )
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* 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
2019-11-26 21:04:36 -05:00
nicholas-eden
19257abddb
Extract sprite from dc6 from D2Shared ( #234 )
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Remove processing of dc6 file type from sprite creation. Use dc6 loader from D2Shared.
2019-11-24 17:58:23 -05:00
負弌
30c3bb7330
Fix CJK render problem partially ( #222 )
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* Fixed CJK render problem
* Add partial support of loading CJK fonts
2019-11-21 21:40:12 -05:00
Ziemas
e70378d627
Increase draw distance up and down ( #209 )
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* 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)
2019-11-18 18:23:33 -05:00
Ziemas
9117616b0c
Fix the tile coordinates shown in the top left ( #208 )
2019-11-18 17:42:38 -05:00
Tim Sarbin
7f6e14c5d0
More map engine improvements. ( #203 )
2019-11-17 16:06:02 -05:00
Averrin
5eafa9cc0b
Create tiles cache on region loading ( #200 )
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* tile choice algo
* cycle region files
* switcher limited by preset
* create tile caches befor rendering
* remove keyLocked
2019-11-17 08:09:54 -05:00
Tim Sarbin
4254b0f020
Finished orientation values. ( #198 )
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* Finished directions for entity.
2019-11-17 02:54:22 -05:00
Tim Sarbin
297184376f
Phase 1 prep work for gameplay ( #196 )
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* Updates
* More merge adjustments.
* Don't commit local changes...
2019-11-17 01:14:58 -05:00
Averrin
c3ba3f71e4
Switcher with presets & better tiles randomizing ( #173 )
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* tile choice algo
* cycle region files
* switcher limited by preset
2019-11-17 00:52:13 -05:00
ndechiara
1c2b4869a1
Migrate out d2common d2helper d2data modules ( #195 )
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* 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
2019-11-17 00:16:33 -05:00
ndechiara
f13433f299
Switch items to dynamic load with a common struct, add misc.txt loading ( #185 )
2019-11-15 22:31:10 -05:00
axx
c72c4d5768
Some corrections for credits ( #183 )
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Related to issue #77
2019-11-15 19:47:58 -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
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
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
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
352ff81b72
Fixed texture atlas. Added GC debugging. ( #140 )
2019-11-10 20:13:10 -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
Tim Sarbin
b41f7f4dab
Restructured everything. ( #128 )
2019-11-10 03:36:53 -05:00