* animation renamed to sprite
* renderable/surface renamed to texture
* added in d2math: Vector2, Vector3, Vector4, Matrix3, Matrix4, Quaternion
* worked a bit on the loading scene, main menu scene
* added `d2common/d2input`, copied input vector logic from hellspawner
* added an `InteractiveComponent` which contains input vector, enable
flag, and callback function
* Added an InputSystem which handles input logic and iterates over
entities with interactive components
* added a mouse cursor scene for rendering the mouse cursor
* made the trademark sprite disappear when left mouse is clicked
* various other small bugfixes in scene systems
* updated alpha component init logic
* added loading screen scene (not yet implemented)
* scene object factory now creates a set of basic components for sprites
* common component methods have been put into BaseComponent and
BaseComponentMap
* boilerplate code for components has been significantly reduced
* all lint errors fixed in d2components
* added command line arg for launching ecs impl
* removed render system tests, was causing gl context issues in tests
* fixed all lint errors in d2systems
* reduced boilerplate init code for systems with an update to akara
* fixed a race condition in the render system, added a 1-frame delay
* updated all subscriber systems (due to akara update)
* adding render system test (temporary)
* removed d2common/d2scene, was not the right way to go.
* added components for animation, scale, main viewport, viewport filter
* added interface for scenes, which are extensions of akara.System
* BootStrap is now AppBootstrap, common to game clients and headless
server
* added generic BasicScene struct for common scene functionality
* added game object factory as a system, with single sprite factory
* added update counter system, shows how many times the world updates
per second
* integration test is now the game client test
- adding components to handle font tables
- handle loading font tables in asset loader
- handle file type for font tables
- file handle resolver system now caches file handles
- asset loader system now caches loaded assets
The blending mode picked by handleStateEffect was being overriden.
CompositeModeSourceOver is the default selection, we do not need to
initialise opts with this.
* character select screen's hero descriptions & hero stat panel
* cinematics names
* buttons on character select screen and "resistances" labels on hero stats panel
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
* Init for gold button and label
* gold button and label in inventory menu
* gold value saved/loaded from player save file
Co-authored-by: M. Sz <mszeptuch@protonmail.com>