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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-14 15:28:11 -04:00
Commit Graph

28 Commits

Author SHA1 Message Date
Alex Yatskov
49b9a190f2 Render to surface, not ebiten texture (#268)
* Render to surface, not ebiten texture

* Fix debug text
2019-12-28 16:46:08 -05:00
Alex Yatskov
0ee937f01b Rename Paperdoll to Composite (#265)
Make AnimatedEntity use Composite
2019-12-24 01:48:45 -05:00
Alex Yatskov
1b03e691b9 High level resource caching; resource cleanup (#264)
* 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
21cead11b9 Frame atlas for DCC directions (#255)
Combine the animation frames of the current DCC direction into one
image.
2019-12-17 18:23:21 -05:00
Alex Yatskov
a194913609 Engine and region reorganization in preperation for spatial partitioning (#249)
* 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
nicholas-eden
9a8e16c411 Pause npcs at each target location for a random time (#245)
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)
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
j0y
c6235411b7 Add basic movement (#240)
* 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)
* 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)
This reverts commit 1bfbffc48d.
2019-11-25 19:58:30 -05:00
Ziemas
1bfbffc48d Cache each cof layer individually and set blending (#235)
* Cache each cof layer individually and set blending

* Draw layers in their correct order
2019-11-25 18:57:55 -05:00
Tim Sarbin
908d186fea
Prevent some map load crashes. (#206) 2019-11-17 22:55:31 -05:00
Tim Sarbin
7f6e14c5d0
More map engine improvements. (#203) 2019-11-17 16:06:02 -05:00
Tim Sarbin
4254b0f020
Finished orientation values. (#198)
* Finished directions for entity.
2019-11-17 02:54:22 -05:00
Tim Sarbin
297184376f
Phase 1 prep work for gameplay (#196)
* Updates
* More merge adjustments.
* Don't commit local changes...
2019-11-17 01:14:58 -05:00
Averrin
c3ba3f71e4 Switcher with presets & better tiles randomizing (#173)
* tile choice algo
* cycle region files
* switcher limited by preset
2019-11-17 00:52:13 -05:00
ndechiara
1c2b4869a1 Migrate out d2common d2helper d2data modules (#195)
* 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
2019-11-17 00:16:33 -05:00
Ziemas
0e0ad09e70 Adjust sub-tile rendering offset. (#182)
-5 Y when rendering based on sub-tile matches real D2 (at least for
rendering act 1 stash)
2019-11-15 19:48:49 -05:00
Tim Sarbin
4c9f0ec03e
Performance improvements (#180)
* Performance improvements for rendering.
* Update go.mod
* Changed ebiten revision to support less copying
2019-11-15 13:40:26 -05:00
Tim Sarbin
b97bf6353d
Added inventory objects. (#177) 2019-11-14 22:20:01 -05:00
Ziemas
ea134afe90 Render to center of subtile (#167) 2019-11-13 22:26:52 -05:00
Ziemas
e2bee09469 Place objects according to sub-cell (#165) 2019-11-13 20:31:47 -05:00
Tim Sarbin
da9b86c679
Fixed crash on 0 animation speed entities. (#164) 2019-11-13 15:08:09 -05:00
Tim Sarbin
a6a9434267
Added more functionality to character select screen. (#143) 2019-11-11 23:48:55 -05:00
Tim Sarbin
5d5009208b
Renamed all files to proper go conventions. (#134) 2019-11-10 14:06:05 -05:00