* make game update at 25fps, ui update at max fps
* minor edits to func names, d2resource constants
* renamed `loadDictionary` to `loadTextDictionary` to avoid confusion with `LoadDataDictionary`
* updated line in main.go that calls `loadTextDictionary`
* added tokens as constants inside of `d2resource/resource_paths.go` that are used in font/language paths
* moved locale string handling stuff into it's own func, now uses tokens defined in d2resource
* minor edits to func names, d2resource constants
* renamed `loadDictionary` to `loadTextDictionary` to avoid confusion with `LoadDataDictionary`
* updated line in main.go that calls `loadTextDictionary`
* added tokens as constants inside of `d2resource/resource_paths.go` that are used in font/language paths
* moved locale string handling stuff into it's own func, now uses tokens defined in d2resource
* fix: accidentally renamed func in d2asset
* git is hard
accidentally added changes not meant for this commit
* Improve run/walk/neutral animation handling. Initial parsing of LevelDetail records. Support for holding mouse buttons.
- Run/walk/neutral positions now map to a different animation mode(and speed) depending if in or out of town.
- Run/walk toggle which can be activated/deactivated with R key.
- Temporary(and incorrect) loading and mapping for LevelDetails records.
- Zone change label which shows the level name from LevelDetailsRecord when the player enters a different zone.
- Allow holding mouse left/right button to repeatedly generate an action.
* Remove duplicate load of LevelDetails. Replace numbers in zone change logic with their corresponding RegionIdType
* Move zone change check at the correct place
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* fix bugs
-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment
* remove config.json and replace go.mod line
* removing duplicate import of d2common
replacing all dh to d2common
* remove useless breaks from switch statement
* better range when value unused + prettying import
* item_affix rewrite
using return values instead of pointer references in arguments
* ebiten deprecated calls
* small fixes
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* fix bugs
-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment
* remove config.json and replace go.mod line
* update with new renderer and escape menu
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* fix bugs
-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment
* remove config.json and replace go.mod line
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* Switched to json formatted characters
* Added infrastructure for networking
* Minor updates.
* more updates for map engine/rendering
* More map engine changes and fixes
* adding pl2 as a fiel format and an asset manager for pl2 files
* adding pl2 as a file format and an asset manager for pl2 files
* pl2 asset manager and file format
* added call in main.go to load palette transforms
* removed incorrect PaletteTransformType declarations from main.go
* removingn bad resource path for palette transform
* PL2 file format added, added to asset management
PL2 files are beside palette files in the mpq
These files define palette transforms of their respective base palette.
I've bound a command to d2term (in d2asset.go)
load_pl2 <path>
* Clean up PL2 asset stuff
removed pl2 stuff from d2datadict, didn't belong in there
removed d2term debug binding
* minor cleanup for d2pl2
`renderPass2` is looping over every entity for every frame, this updates the method so it only evaluates each entity once.
Adds ability to query by rectangle or circle.
* Take directions in the range of 0-63
* Shift direction handling in animation further back
* Don't need to get the DCC direction here.
Because it was added to animation.
* Check direction is within range
* WIP: Add support for missiles
Break AnimatedEntity into two parts to support single and composite animations. Summon misssiles on right click.
* Break animated entity down further
Move npc only logic to npc struct, reduce duplication in map entities
* Change a bunch of int32s to int
* Switch to a 2d array for looking up subtile flags
Also fix up the walkableArea generation
* Check correct tiletype for walls
And fix the subtile tooltip text.