Commit Graph

208 Commits

Author SHA1 Message Date
bcaf3d9b58 Get view-menu to play the interface sound 2020-03-21 23:45:51 +00:00
83aa1c4768 Remove unwanted debugging prints 2020-03-21 23:14:15 +00:00
46925c09d1 Make the menu buttons work 2020-03-21 18:50:26 +00:00
be4229b8fe Remove internal/conv
This sets font rendering back a little bit, but not much.
2020-03-21 13:37:20 +00:00
4c0355ac4f HAXXX: Make videos skippable 2020-03-21 12:05:22 +00:00
8d48da1999 Fix bounds clipping 2020-03-21 11:48:29 +00:00
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
eb5c4430e8 go get -u 2020-03-20 00:38:35 +00:00
98fd06edd1 Forbid z index 7 2020-03-20 00:04:47 +00:00
e7d9083e6b Reorder drawn objects 2020-03-20 00:03:03 +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
34d12edc2a Use palettized images 2020-03-19 19:02:32 +00:00
d50a160f02 Use screen scaling 2020-03-19 18:44:51 +00:00
276885298a Allow ebiten.Run execution to be profiled 2020-03-19 18:36:20 +00:00
73553cb8b0 Bounds checking 2020-03-18 23:23:09 +00:00
9e3389c8ad Update ebiten 2020-03-18 20:55:01 +00:00
65249b59c4 Rename go module 2019-12-31 01:55:58 +00:00
5b4ad2495f go mod tidy 2019-12-30 00:55:34 +00:00
e90bea4513 ebiten: convert view-map 2019-12-30 00:51:20 +00:00
c54ead71f3 ebiten: convert view-menu 2019-12-29 23:47:22 +00:00
7475bdf0e7 ebiten: convert view-set 2019-12-29 20:41:41 +00:00
77202d9fab ui: Add fps, tps display 2019-12-29 20:34:07 +00:00
32b722ae88 ebiten: Convert view-minimap 2019-12-29 19:44:36 +00:00
1403580167 build: use a $(GOBUILD) 2019-12-29 19:44:26 +00:00
51e066ade1 ui: run in background 2019-12-29 19:41:20 +00:00
d1a1c50afc ui: event handlers 2019-12-29 17:30:21 +00:00
6f605aa502 ebiten: convert view-obj 2019-12-29 15:38:49 +00:00
0320743b30 Play around with menus some more
We now display the buttons in Main.mnu, but a lot remains unknown.
2019-10-09 00:41:41 +01:00
e46a5f194f Update .gitlab-ci.yml to build with go mod 2019-10-08 22:49:25 +01:00
90b5b3c140 Convert to go mod 2019-10-08 22:28:45 +01:00
ce5ef6edeb Add some more details of the .mnu [SUB]MENUTYPE field 2019-01-02 06:51:30 +00:00
997e2076d1 Start loading .fnt files. No display yet 2019-01-02 06:16:15 +00:00
568365be3a Fix a file descriptor leak in LoadMenu 2019-01-02 04:38:03 +00:00
af679d0c6a Document Menu/*.mni files 2018-12-31 13:38:35 +00:00
8050412abe Document probable font format 2018-12-31 00:57:19 +00:00
5e6422b8a4 Add some missing binaries to make all 2018-12-30 23:47:43 +00:00
645a2dbe25 Fix up .mnu documentation slightly 2018-12-30 23:32:44 +00:00
b21767fe97 First pass at displaying Menu files 2018-12-30 23:23:08 +00:00
6d3a13fcfb Fix a typo in copy-pasted code 2018-12-30 23:22:20 +00:00
c441851a9b Don't destroy ordering information in conv.ConvertObjects 2018-12-30 23:22:01 +00:00
6f3ed56b99 Allow the windows to be resizeable 2018-12-30 23:19:21 +00:00
73804519b0 Beginnings of a WH40K.EXE implementation
So far, we just play the opening credits on an external video player.
I want to start loading and displaying the menus next. Perhaps I can
get the entire non-gameplay flow working?
2018-10-13 03:24:10 +01:00
019108bff8 Add a TOML configuration file 2018-10-13 03:23:55 +01:00
3c3a688406 Skeleton docs for .mnu files 2018-10-13 03:22:39 +01:00
93eb481b6d Fix a bug in scripts/try-uncompress 2018-10-13 02:39:23 +01:00
06625007fc Fix a 16-bit overflow for large objects 2018-10-13 02:38:25 +01:00
57fd59e4b2 Clean up maps documentation slightly 2018-10-13 02:38:01 +01:00
e2d3a1a8d6 Render Z levels slightly more accurately 2018-10-13 02:02:57 +01:00