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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-02 09:17:19 -04:00
Commit Graph

591 Commits

Author SHA1 Message Date
Ziemas
9f7f1ae072
Actually use renderpass2 (#485) 2020-06-29 00:30:27 -04:00
Tim Sarbin
255ffc75da
Fixed lint issues (#484) 2020-06-28 22:32:34 -04:00
dk
09a28c2822
removed d2term singleton (#483) 2020-06-28 21:40:52 -04:00
Tim Sarbin
3f575cf1d8
Removed audio singleton (#482) 2020-06-28 19:31:10 -04:00
Tim Sarbin
1b614ddb3a
Made animation loaders public. (#481)
* Updated ebiten reference

* Made animation loaders public
2020-06-28 12:10:25 -04:00
Ziemas
a86f27bf0f
Let HellSpawner get at the string translation map (#479) 2020-06-28 10:33:09 -04:00
Ziemas
6c56027731
Fix monpreset for other acts (#478) 2020-06-28 00:07:52 -04:00
Ziemas
3f1fe538e2
Load monpreset and use that to find monstat entries for NPC's (#477)
* Load monpreset.txt

* Get monstat for npc's and their name from strings

Using monpreset to grab the key for monstat

* Object name tags
2020-06-27 23:15:20 -04:00
Ziemas
b00fa58fc4
Object Highlights (#476)
* Add PushBrightness to surface

* Highlight selectable objects

Check if mapentity is selectable. (seems reasonable)
Request objects to highlight themselves is required (idk)
2020-06-27 18:58:41 -04:00
Ziemas
2937838839
Don't use object record speed if 0 (#475)
Seems weird to set it to 0, only saw it on one object.
2020-06-27 15:44:28 -04:00
Tim Sarbin
9e0df88fc4
Updated ebiten reference (#474) 2020-06-27 14:41:59 -04:00
Ziemas
11f743aa42
Get and use draw order and animation speed for objects (#473)
* String2enum ObjectAnimationMode

* Render objects at their assigned layer

Gets the orderflag from the object record and assign it to the mapentity
so the renderer can get at it.

This adds another render pass that loops through the objects.

* Get object animation speed from their txt entry
2020-06-27 14:30:23 -04:00
Tim Sarbin
66e6d32680
Added all music definitions (#472) 2020-06-27 03:16:53 -04:00
Tim Sarbin
490c00b7b2
Added audio streaming capabilities (#471) 2020-06-27 02:49:27 -04:00
David Carrell
c6721432a6
412 missle animation (#470)
* 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>
2020-06-26 20:03:00 -04:00
Tim Sarbin
1ca534cc13
Revert "Refactor d2map (#468)" (#469)
This reverts commit fe47e51351.
2020-06-26 17:12:19 -04:00
dk
fe47e51351
Refactor d2map (#468)
* 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
2020-06-26 16:50:24 -04:00
Gürkan Kaymak
b4cd37fe6a
fixes #420 filtered out the saves with the hero type: 0 not to crash character select screen (#466) 2020-06-26 10:24:46 -04:00
Natureknight
875081f6b2
fixed broken viewport while side menu is opened (#464) (#465) 2020-06-26 09:15:45 -04:00
presiyan-ivanov
3a4e9a95a3
Prevent player movement and firing right skill if clicking on an active menu (#462)
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
2020-06-25 19:18:37 -04:00
Tim Sarbin
226181ffcc
UI fixes (#461) 2020-06-25 17:28:48 -04:00
William
48a193579f
Enhanced escape menu with options - d2gui bug remaining (#459)
* 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>
2020-06-25 16:27:16 -04:00
presiyan-ivanov
c64e9be78b
Character stats (#458)
* 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>
2020-06-25 14:56:49 -04:00
Tim Sarbin
6778658606
Fixed possible crash when placing tiles outside of map (#453) 2020-06-25 14:53:22 -04:00
Dan Jones
162252e82d
Reorganize run.sh (#457)
* Separate dependency installation into separate step in run.sh

* Reword awkward wording in run.sh

* Ensure go dependencies are installed

* Rename run.sh to build.sh
2020-06-25 13:08:33 -04:00
Tim Sarbin
c55d34e935
Update README.md 2020-06-25 12:13:18 -04:00
Brendan Porter
2656339def
Refactor escape (#450)
* 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
2020-06-25 10:16:17 -04:00
Tim Sarbin
6dae0097b9
Added npc labels. More mapgen stuff. (#449) 2020-06-25 00:39:09 -04:00
David Carrell
0cef1b0a73
fix right mouse button not triggering input events (#448) 2020-06-25 00:36:27 -04:00
David Carrell
bed386be87
default done loading after OnLoad finishes (#447) 2020-06-24 22:41:18 -04:00
jonathan s boschiero
44ca39ce36
Switch to fork of coverage tool (#446) 2020-06-24 20:40:12 -04:00
David Carrell
390f6a1234
351 - add progress handle and helper functions to ScreenLoadHandler:OnLoad to provide ability to asynchronously load data and animate the loading screen (#445)
Co-authored-by: carrelda@Davids-MacBook-Pro.local <carrelda@Davids-MacBook-Pro.local>
2020-06-24 18:46:03 -04:00
Natureknight
b60465fd6c
render the run button the UI, and allow the user to toggle it with their mouse, in addition to the R key on the keyboard (#400) (#443) 2020-06-24 15:23:38 -04:00
Gürkan Kaymak
d4ec09db6c
added a startup error screen shown when the mpq files are not found (#442) 2020-06-24 14:42:39 -04:00
Tim Sarbin
d8a817eddf
fix stamp bug preventing maps from rendering properly (#441) 2020-06-24 14:35:49 -04:00
Ziemas
02605227c3
Various map entity reworks (#439)
* Use integer directions for rotating map entities

* Manage composite directly in npc

* Player manages its own composite

* Split up animation mode types

Players, monsters, objects all have their own types

* Clean up AnimatedEntity

* Rename AnimatedEntity -> Object

* Keep the object txt record on hand in Object
2020-06-24 13:49:13 -04:00
Tim Sarbin
6328cd50c4
Create FUNDING.yml 2020-06-24 12:03:57 -04:00
Tim Sarbin
954670da5f
Fixed linting issues (#438) 2020-06-24 10:13:11 -04:00
dk
46ccce56bd
minor edits to d2map engine, added methods for converting between index and tile coordinates (#433) 2020-06-24 08:10:48 -04:00
nicholas-eden
329e2f0fab
Use closest path if path not found (#431)
When clicking on the other side of a wall or in an an inaccessible area,
route the player the closest possible node.  This allows running along
walls and matches the original closely.

Co-authored-by: Nicholas Eden <neden@zigzagame.com>
2020-06-24 08:09:00 -04:00
Tim Sarbin
a24c05efa9
Map generation and test fixes (#430)
* More mapgen updates

* Added east generation

* Added west town generation

* Fixed test errors
2020-06-24 00:04:27 -04:00
Eric Wohltman
12ddfdf2f8
Update to Go 1.14 (#429)
* Update to Go 1.14

* Fix workflow dependency installation
2020-06-23 23:53:21 -04:00
Eric Wohltman
c7291b6f59
Linter (#427)
* Add golangci-lint config yaml and GitHub Actions workflows

* Update to Go 1.14
2020-06-23 22:15:31 -04:00
Eric Wohltman
d134c5226d
Update go.mod (#426)
Remove replace directive
2020-06-23 21:41:49 -04:00
David Carrell
37ae98d81b
Abstract away remaining ebiten references (#409)
* 337 - remove ebiten from character selection

* 337 - abstract d2input away from ebiten implementation

* WIP 337 - remove ebiten use from d2ui

* 337 - fix accidental left->right change

* 337 - fix ui button selection bugs

* 337 - fix textbox bugs

* 337 - fix scrollbar bugs

* 337 - address PR comments

* 337 - fix invalid hero selection bug

Co-authored-by: David Carrell <carrelda@Davids-MacBook-Pro.local>
2020-06-23 18:12:08 -04:00
Ripolak
f729ff6101
Feature/load misc items (#424)
* Add InventoryItemMisc struct

* Add GetMiscItemByCode function

* Implement InventoryItem interface for InventoryItemMisc

* Add rings and amulets to the example items loading.

* Fix Y of LeftHand and RightHand equipment slots.

* Add "Ripolak" name to CONTRIBUTORS

* Remove double item
2020-06-23 15:28:03 -04:00
danhale-git
897de61006
Automap corrections (#422)
* Added automap.go stub

* Handle errors in original AutoMap.txt file

* Completed AutoMapRecord struct and comments

* AutoMap loader implemented

* Update from base repo

* Cel1-4 fields replaced with a slice

* Commented out Type fields as they aren't used
2020-06-23 14:51:07 -04:00
Intyre
f119d1197c
Fix mpq wav decompression and profiler (#423)
* Fix for mpq wav decompression

* Fix for profiler
2020-06-23 14:49:46 -04:00
Ripolak
2332bd7b58
Feature/player equipment ui (#419)
* Add basic EquipmentSlot struct

* Add Load function to EquipmentSlot

* Move EquipmentSlot struct to inventory_grid.go

* Add equipmentSlots arg to ItemGrid struct

* Add basic rendering of equipment slots.

* Change rendering of equipment slots to simply use their static x and y

* Add ChangeEquippedSlot function

* Add initialization to all equipped slots types.

* Fix Y locations of equipment slots

* Move default equipment slots to a genEquipmentSlotsMap function.

* Change Item to item

* Fix coordinates

* Change usage of string to EquippedSlotType when dealing with different slots in rendering.

* Fix import error

* Remove neck example

* Add loading sprites of equipped items.

* Clean code in Inventory rendering

* Clean code in Inventory rendering

* Clean code in Inventory rendering

* Change default items that get rendered.

* Change default items that get rendered.

* Add width and height to EquipementSlot struct

* Fill in width and height to current equipment slots.

* Fix Y setting of equipment slots

* Rename variables for clean code.

* Change handling nil itemSprite to condition instead of loop return.

* Split Render function to 2 functions.

* Add TODO

* Change comment to start with capital I
2020-06-23 14:12:30 -04:00
Maxime Lavigne (malavv)
b640385623
Handles Click and Hovers on most game control elements (#413) (#418)
* Handles Click and Hovers on most game control elements.

Creates a new type of "Actionable" which includes most of the bottom
bar elements. Then handles both "Click" and "Hover" into a separate
handler function.

At the moment, hover does nothing but routes correctly. Click logs
the corresponding actionable.

Known issues:
  - Not capturing button press on click (meaning player will move).
  - Basic touch detection, could be a more fancy QuadTree like struct.
  - Since the visual frames used are not just the actionable, the actual
    x, y coordinates of the actionable need to be entered statically. Changes
    in resolution would probably affect this.

* Renaming vars for code consistency and readability
2020-06-23 12:28:05 -04:00