Ziemas
0876a2953d
NPC path: change mode before changing directions. ( #271 )
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We need the data of the new mode before making a decision on what
direction to use.
2019-12-28 23:33:30 -05:00
nicholas-eden
d6769975cd
Initial inventory handling ( #270 )
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Add struct to display inventory panel.
Add struct to handle inventory and merchant grids.
Hook up `i` key to toggle inventory panel.
2019-12-28 23:32:53 -05:00
Alex Yatskov
c01bedaedf
Do not advance state in render ( #269 )
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* Do not advance state in render
* Update advance logic for sprite and region
2019-12-28 23:32:24 -05:00
Alex Yatskov
49b9a190f2
Render to surface, not ebiten texture ( #268 )
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* Render to surface, not ebiten texture
* Fix debug text
2019-12-28 16:46:08 -05:00
Ziemas
0c2b7cfd8d
Advance hero animations on char select screen. ( #267 )
2019-12-26 11:14:26 -05:00
Alex Yatskov
b7e50bf098
Add terminal, surface, assetmanager commands ( #266 )
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* Add terminal, surface, assetmanager commands
* echo command
* add verbose logging
* more logging, word wrap
* add timescale command
2019-12-26 11:13:05 -05:00
Alex Yatskov
0ee937f01b
Rename Paperdoll to Composite ( #265 )
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Make AnimatedEntity use Composite
2019-12-24 01:48:45 -05:00
Alex Yatskov
1b03e691b9
High level resource caching; resource cleanup ( #264 )
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* 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>
2019-12-21 20:53:18 -05:00
Ziemas
29c5839876
Don't try to copy config.json on travis ( #263 )
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I doesn't exist anymore
2019-12-19 20:25:44 -05:00
Ziemas
18af81ace2
Hopefully fix CI ( #262 )
2019-12-19 20:15:11 -05:00
Ziemas
006dcddfb7
Use new material flag name. ( #261 )
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Update ebiten ref while at it
2019-12-19 20:01:00 -05:00
Alex Yatskov
4ebe199a8e
Move save game location to ~/.config/OpenDiablo2/Save ( #258 )
2019-12-17 23:20:06 -05:00
Alex Yatskov
d5a0038125
Configuration cleanup ( #257 )
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* Cleanup config file loading, move defaults to code
* Default to fullscreen
* Cleanup
* Store configuration in UserConfigDir
* print config path on load and save
2019-12-17 21:32:37 -05:00
Alex Yatskov
cead000c3f
Fix case sensitivity when loading MPQ files ( #256 )
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* Fix case sensitivity when loading MPQ files
* remove print
2019-12-17 20:06:01 -05:00
Ziemas
21cead11b9
Frame atlas for DCC directions ( #255 )
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Combine the animation frames of the current DCC direction into one
image.
2019-12-17 18:23:21 -05:00
Alex Yatskov
cc678ba747
Add asset manager ( #253 )
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* Add asset manager
* Fix rebase
* Update asset manager to support mpq hash caching
* Update vendoring
2019-12-16 22:23:01 -05:00
nicholas-eden
d033c63e18
Initial in-game ui and keyboard controls ( #254 )
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Move player movement out of `Game`, add arrow key movement. Render bottom panel.
2019-12-16 11:04:39 -05:00
Alex Yatskov
61d63bc902
Remove ebiten reference in d2shared ( #252 )
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* Remove ebiten reference in d2shared
* update d2shared reference to latest
2019-12-15 14:07:57 -05:00
Tim Sarbin
4eeac5c1d9
Add OSX support for path fixups. ( #251 )
2019-12-14 00:15:52 -05:00
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
j0y
5b6da2434f
Don't reset animation when changing direction ( #248 )
2019-12-09 17:25:29 -05:00
Alex Yatskov
413d95335a
Add OpenDiablo2 non-windows bin to gitignore ( #247 )
2019-12-08 23:37:16 -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
Tim Sarbin
87e016617a
Fixed compile error ( #244 )
2019-12-06 17:52:35 -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
Tim Sarbin
88b9fb6207
Updated D2Shared reference. ( #242 )
2019-12-02 19:16:57 -05:00
liberodark
e42b53f44e
Update run.sh ( #241 )
2019-12-02 16:57:47 -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
Ziemas
4d655416c2
Cache each cof layer individually and set blending ( #238 )
2019-11-25 20:05:18 -05:00
Tim Sarbin
71f30a5714
Revert "Cache each cof layer individually and set blending ( #235 )" ( #237 )
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This reverts commit 1bfbffc48d
.
2019-11-25 19:58:30 -05:00
Ziemas
1bfbffc48d
Cache each cof layer individually and set blending ( #235 )
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* Cache each cof layer individually and set blending
* Draw layers in their correct order
2019-11-25 18:57:55 -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
Ziemas
64c90312f7
Dumb debug printf removed ( #233 )
2019-11-24 01:16:36 -05:00
Ziemas
c0e931eb4f
Animate floor tiles ( #232 )
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* 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
2019-11-24 01:11:32 -05:00
liberodark
8a426ce6ca
Update README.md ( #231 )
2019-11-23 14:45:26 -05:00
Ziemas
458b17bcc6
Only render visible regions ( #230 )
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* Only render visible regions
This will need tweaking later to ensure there are no tiles popping in or
out of from regions coming in and out of view.
* Temp hack for act5 lava palette
2019-11-23 08:48:33 -05:00
Ziemas
48f81c82cd
Update d2shared reference ( #229 )
2019-11-22 23:40:45 -05:00
Ziemas
5ba9470c3a
Switch to using the TileType type for tiles. ( #228 )
2019-11-22 23:30:02 -05:00
Tim Sarbin
93a421c5ed
More CI fixes. ( #225 )
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* Fix CI builds. Removed old go.sum stuff.
2019-11-21 22:31:58 -05:00
Tim Sarbin
3e55453450
Fix CI builds. Removed old go.sum stuff. ( #224 )
2019-11-21 22:26:08 -05:00
Tim Sarbin
e3e52fd36d
Updated ebiten ref. Removed tag generation. ( #223 )
2019-11-21 22:00:37 -05:00
Zuhayr Elahi
f88e3c0e33
Attempt to fix OpenDiablo2 deploy to master ( #215 )
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* Remove on tag: true release
* Add configuration to release on master
* Add before_deploy step to tag build before release
2019-11-21 21:42:25 -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
liberodark
23e228d88b
Update run.sh ( #221 )
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Switch to bash
2019-11-21 20:34:54 -05:00
Ziemas
b0d753aef9
Changing the terminology of tile components. ( #220 )
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Orientation > Type
MainIndex > Style
SubIndex > Sequence
2019-11-21 20:34:29 -05:00
Ziemas
90b5e8a334
Fix GetTiles being called for already cached tiles. ( #219 )
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* 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.
2019-11-21 19:54:56 -05:00
Tim Sarbin
31cda81847
Added areas screenshot gif. ( #218 )
2019-11-20 22:37:08 -05:00
Tim Sarbin
a0a0600737
Updated module references. ( #214 )
2019-11-19 17:10:39 -05:00