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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-10-31 00:07:17 -04:00
Commit Graph

406 Commits

Author SHA1 Message Date
Ziemas
c0e931eb4f Animate floor tiles (#232)
* 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)
* 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)
* 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)
* 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)
* 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)
Switch to bash
2019-11-21 20:34:54 -05:00
Ziemas
b0d753aef9 Changing the terminology of tile components. (#220)
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)
* 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
Tim Sarbin
dba17fc5fe
Fixed tile cache leak. Broke tile randomization. (#213) 2019-11-19 00:38:02 -05:00
Ziemas
2656672fa7 Random tiles (#211)
* Add position into the tile index
Prevents it from caching one random tile and using it for everything
* Generate tiles based on the current seed
2019-11-18 22:29:34 -05:00
Ziemas
e70378d627 Increase draw distance up and down (#209)
* Scroll slowly in map test by holding shift
* Increase draw distance up and down
Avoid issues with long tiles popping in and out of view. (As long as
camera is reasonably within bounds)
2019-11-18 18:23:33 -05:00
Ziemas
9117616b0c Fix the tile coordinates shown in the top left (#208) 2019-11-18 17:42:38 -05:00
Tim Sarbin
908d186fea
Prevent some map load crashes. (#206) 2019-11-17 22:55:31 -05:00
Ziemas
30b680d9d1 Lower wall stuff (#205)
Move to top of render order and remove offset
2019-11-17 19:01:17 -05:00
Tim Sarbin
7f6e14c5d0
More map engine improvements. (#203) 2019-11-17 16:06:02 -05:00
Tim Sarbin
0c7f4e0647
Minor enhancements to map loading (#202)
* Minor improvements to map loading/rendering speed.

* Update region.go
2019-11-17 14:21:48 -05:00
Averrin
5eafa9cc0b Create tiles cache on region loading (#200)
* tile choice algo
* cycle region files
* switcher limited by preset
* create tile caches befor rendering
* remove keyLocked
2019-11-17 08:09:54 -05:00
achim-t
43e76230cf Update README.md (#201) 2019-11-17 08:00:43 -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
Hajime Hoshi
7222f57c2c Remove texture atlass (#194)
Now Ebiten's NewImage / NewImageFromImage / ReplacePixels uses
PBOs, they work much faster. OpenDiablo 2 doesn't have to have its
own texture atlases.
2019-11-17 00:17:09 -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
404a87afd4 Fix issues with rendering order (#193)
* Rework render passes
* Fix drawing order logic
Mostly at least, probably need the objects OrderFlags to do better.
* Third pass required for Lut Gholein palace roof
2019-11-16 22:53:55 -05:00
ndechiara
7044a1695c Update Ebiten Reference (#192)
* Update Ebiten Reference
2019-11-16 20:36:02 -05:00
Tobias Koch
72bf080017 Visual Studio Code extension recommendations (#191)
* Updating .gitignore file to allow vs code extension recommendations
* Adding vs code extension recommendations
* Adding a note about vs code extension recommendations
2019-11-16 12:56:45 -05:00
Christian Nicola
050faf2c06 Add Linux build info to README (#163) 2019-11-16 11:18:49 -05:00
ndechiara
f13433f299 Switch items to dynamic load with a common struct, add misc.txt loading (#185) 2019-11-15 22:31:10 -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
axx
c72c4d5768 Some corrections for credits (#183)
Related to issue #77
2019-11-15 19:47:58 -05:00
Tim Sarbin
b5673c1d6f
Fix animation issue and map layer rendering. (#181)
* Fixed animation 'catchup' issue. Fixed map layer rendering.
2019-11-15 14:12:23 -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
Ziemas
8ce6da1f6e Render loop with two passes (#179)
* Render in two passes
To avoid drawing over objects.
* Apply optimization suggestions
* Less pointers
* Also call GenTiles in GenerateMap, oops.
2019-11-15 11:03:58 -05:00
Tim Sarbin
a9cb2914b7 Revert "Render in two passes (#169)"
This reverts commit 05ce55da65.
2019-11-15 10:49:53 -05:00
Ziemas
05ce55da65 Render in two passes (#169)
* Render in two passes
To avoid drawing over objects.
* Apply optimization suggestions
* Less pointers
2019-11-15 10:09:10 -05:00
Ziemas
0475a11512 Toggle tile display in map test with F7 (#172)
* Toggle tile display in map test with F7
* Sub-tile display
Cycle through tile display modes with F7
2019-11-15 09:04:27 -05:00
Myles
b9209541c8 Closes Issue#176 (#178) 2019-11-14 23:55:51 -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
sclaire-1
3abfa51b8f Edit README.md (#168)
The about this project section, the second paragraph has been edited to improve flow. There was one spelling error as well.
2019-11-13 22:16:02 -05:00
Ziemas
e2bee09469 Place objects according to sub-cell (#165) 2019-11-13 20:31:47 -05:00
liberodark
f2ac62bf18 Update run.sh (#151)
* Update run.sh
2019-11-13 15:54:26 -05:00
Tim Sarbin
da9b86c679
Fixed crash on 0 animation speed entities. (#164) 2019-11-13 15:08:09 -05:00