* 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>
* d2ui/tooltip: Make it invisible by default
* d2ui/button: Add GetToggled() method
* d2player/HUD: Add tooltip for minipanel button
* d2ui/button: Add disabled frame to minipanel buttons
* d2ui/widget_group: Add SetEnable method for clickable widgets
* d2player/mini_panel: move menu button here from HUD
* d2ui/button: toggled buttons take preference over disabled buttons
* d2player/help_overlay: Make panel only use widgets
* d2player/hud: Group most widgets into widget group
* d2ui/custom_widget: Allow tooltip to be attached
* d2player/hud: Attach staminaBar tooltip to staminaBar
* d2player/hud: Attach experienceBar tooltip to experienceBar widget
* d2ui/ui_manager: Always draw tooltips last
* d2player/help_overlay: It should be drawn over the HUD
* d2player/globeWidget: Move tooltip here from HUD
* d2core/tooltip: Automatically add tooltips to the uiManager
* d2core/ui_manager: Remove special handling of widgetGroups for rendering
* d2player/help_overlay: Add button to widget group
* d2player/hud: Attack runwalk tooltip to button
* d2player/mini_panel: Add panelButton to its own widget group
* d2core/widget_group: When a clickable is added, it's also added to uiManager
* d2player/globeWidget: make tooltip un/lock on click
* d2player/hud: Add runbutton to widget group
* d2player/mini_panel: Add group for tooltips
this allows us to move the tooltip with the panelbuttons. They can't be
in the general panelGroup as they would all become visible when the
panel is opened.
* d2core/button: Remove debug log when a button with tooltip is hovered