Copied go-astar into d2common/d2astar, made a few optimizations. Runs
roughly 30% faster according to my benchmarking.
Added a `maxCost` param to prevent searching the entire map for a path.
This probably needs tweaked a bit, but follows the original game more
closely.
Co-authored-by: Nicholas Eden <neden@zigzagame.com>
* Switched to json formatted characters
* Added infrastructure for networking
* Minor updates.
* more updates for map engine/rendering
* More map engine changes and fixes
* Work on resource loading
* Use new material flag name. (#261)
Update ebiten ref while at it
* Hopefully fix CI (#262)
* Don't try to copy config.json on travis (#263)
I doesn't exist anymore
* Update D2Shared references
* Fix character selection rect
Co-authored-by: Ziemas <ziemas@ziemas.se>
* 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
* Caching functions decide if we get random tile
We might not always want to.
* The caching functions don't need to return images
* Cache all frames of animated tiles
Also some error checking
* Update animations before drawing floors
* Fix missing frame
Animate from index 0 to 9
* Update refs
* Don't call GetTile from the render functions.
Don't bother trying to render uncached tiles.
* Added back randomization code
* Update refs
* Fix random tiles selection.
No sorting the input, no selecting 0 probability tiles if there are
other options.
* 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