c5e6abb798
First attempt at character orientation
2020-06-13 23:10:21 +01:00
4d336b9189
Get character stats (kind of) displaying in-scenario
2020-06-13 18:11:45 +01:00
3b7cfb6ecc
Drag flow into view-map
...
This is pretty awful, but will let me wire up items more easily without
needing to do the big refactor into independent menu handlers
2020-06-13 16:37:39 +01:00
7677c30572
Start displaying characters on maps
2020-06-13 15:07:32 +01:00
f971ba320c
Some more character investigations
2020-06-11 02:54:57 +01:00
cf624cc77b
Switch from encoding/binary to struc
...
It's not perfect, but struc can deserialize the whole thing into one
struct while encoding/binary can't. It's nice to have that.
2020-06-09 00:36:56 +01:00
c7a2fa80e7
Internalise the map rect
2020-05-20 01:43:44 +01:00
9d0750d134
Scenario viewpoint, Z index management, and arrow controls
2020-04-20 00:16:21 +01:00
6e70ddcb60
Fix some errors in iso->pix->iso conversions, add debugging
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Maps now render a bit more properly, and our mouse position can be
correctly assigned to a cell. Kind of, mostly.
2020-04-18 00:12:15 +01:00
8b02f534f1
Eager load used sprites
2020-03-21 10:59:07 +00:00
7a8e9dbd97
Respect sprite X and Y offsets
...
This makes menus display more correctly, and also fixes trees and other
objects on the main map, although it messes up bounds clipping (sigh).
2020-03-21 00:56:35 +00:00
576ac0570d
Better logging
2020-03-20 00:02:27 +00:00
5fccf97f4b
Lazily load sprite image data
...
This cuts memory use significantly, since many sprites in an object are
never used. We can get savings over time by evicting sprites when they
go out of scope, but that's, well, out of scope.
To achieve this, I introduce an assetstore package that is in charge of
loading things from the filesystem. This also allows some lingering
case-sensitivity issues to be handled cleanly.
I'd hoped that creating fewer ebiten.Image instances would help CPU
usage, but that doesn't seem to be the case.
2020-03-19 22:24:21 +00:00