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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-28 01:55:24 +00:00
Commit Graph

71 Commits

Author SHA1 Message Date
Ziemas
e4c84c4fb9
Direction changes. (#309)
* 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
2020-02-22 22:33:58 -05:00
nicholas-eden
bdfdeda67b
Add support for missiles (#308)
* 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
2020-02-22 20:44:30 -05:00
Alex Yatskov
2953d2171b
Configuration improvements (#307)
* Configuration cleanup

* Cleanup
2020-02-20 08:41:41 -05:00
Alex Yatskov
810b168ebf
Work in progress on GUI (#304)
* Work in progress on GUI refactor

* Remove WIP file

* Remove WIP style
2020-02-17 22:11:52 -05:00
Alex Yatskov
1983ec395d Cleanup error handling (#303) 2020-02-09 14:12:04 -05:00
Tim Sarbin
9478e2c2be
Fixed pathfinding crash (#301) 2020-02-08 21:33:14 -05:00
Alex Yatskov
5e958b9174
Scene and GUI rework (#300) 2020-02-08 21:02:37 -05:00
Nick
99e6acf2bb
Write default configuration file if one is not found. (#298) 2020-02-07 22:21:15 -05:00
Alex Yatskov
a04d2389c3
Fix terminal taking input when not visible, fix timescale command (#294) 2020-02-02 21:26:08 -05:00
Tim Sarbin
0c618bd31b
Fixed refactor bug for d2config (#293) 2020-02-02 18:58:26 -05:00
Ziemas
0b7a433ed2
Fix up subtile flag stuff (#288)
* 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.
2020-02-02 17:56:58 -05:00
Alex Yatskov
f33535cd5d
Add commands for vsync, fullscreen; move timescale implementation (#286)
* Add commands for vsync, fullscreen; move timescale implementation

* add binding for mapdebugvis
2020-02-02 14:04:37 -05:00
Tim Sarbin
3412c4338c
Added pathfinding and (buggy) collision data. (#285) 2020-02-02 12:46:19 -05:00
Tim Sarbin
935789dccf
Added more debugging to map test (#284) 2020-02-02 02:57:23 -05:00
Tim Sarbin
6606774ece
Refectoring to reduce code warnings (#283) 2020-02-01 21:51:49 -05:00
Alex Yatskov
ea4450f207
Move d2config to d2core, remove d2helper (#282) 2020-02-01 21:06:22 -05:00
Alex Yatskov
b5c1f5222d
Move rendering stuff out of d2common into d2render (#281)
* Move rendering stuff out of d2common into d2render

* Remove d2interface
2020-02-01 20:39:28 -05:00
Alex Yatskov
8a547ebf0e
Moving files around to make more sense (#279)
* Prevent input fighting between terminal and other input listeners.

* Moving files around, removing exports

* Add missing line
2020-02-01 18:55:56 -05:00
Alex Yatskov
e878ebcbcd
Prevent input fighting between terminal and other input listeners. (#278) 2020-02-01 14:35:55 -05:00
Tim Sarbin
2461142fbd
Minor changes to project layout (#276)
* Minor changes to reduce interdependencies on modules.
2020-01-31 23:18:11 -05:00
Tim Sarbin
6832a5a0db
merged d2shared into the core package (#275) 2020-01-26 00:39:13 -05:00
Alex Yatskov
8de0cde818 Event-based input manager with priority system (#274) 2020-01-25 23:28:21 -05:00
nicholas-eden
d6769975cd Initial inventory handling (#270)
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)
* 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)
* 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)
* 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)
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
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)
* 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)
* Fix case sensitivity when loading MPQ files

* remove print
2019-12-17 20:06:01 -05:00
Alex Yatskov
cc678ba747 Add asset manager (#253)
* 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)
Move player movement out of `Game`, add arrow key movement.  Render bottom panel.
2019-12-16 11:04:39 -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
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)
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
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
nicholas-eden
19257abddb Extract sprite from dc6 from D2Shared (#234)
Remove processing of dc6 file type from sprite creation.  Use dc6 loader from D2Shared.
2019-11-24 17:58:23 -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
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
7f6e14c5d0
More map engine improvements. (#203) 2019-11-17 16:06:02 -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
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