Commit Graph

170 Commits

Author SHA1 Message Date
9d0750d134 Scenario viewpoint, Z index management, and arrow controls 2020-04-20 00:16:21 +01:00
1f4bfc771c HAXXX: make the main game UI appear at the bottom 2020-04-19 20:57:45 +01:00
c058f651dc Wire up mission objectives dialogue/menu 2020-04-19 18:49:19 +01:00
9be93b6091 More work for MainGame.mnu 2020-04-19 18:21:08 +01:00
f8828c95bd Add GIF to README 2020-04-18 13:44:00 +01:00
903ddba2ac Selected cursor chrome 2020-04-18 12:23:03 +01:00
b191ba2a94 Simplify bounds clipping a tiny bit 2020-04-18 11:44:05 +01:00
6e70ddcb60 Fix some errors in iso->pix->iso conversions, add debugging
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
1e141a2fb9 More-efficient scenario draw call 2020-04-17 22:45:02 +01:00
4df6be4fb1 Upgrade to ebiten 1.11.0 2020-04-17 21:59:47 +01:00
4fe9a75d69 White background 2020-04-16 15:39:06 +01:00
2b83ce4f7f Build a simple animation viewer 2020-04-16 15:30:47 +01:00
b690c763bb A few more .idx realisations, and some parsing code 2020-04-16 03:03:51 +01:00
beebfda3ba Decode WarHammer.ani 2020-04-16 01:48:44 +01:00
87c0aae54b More file format musing 2020-04-15 22:18:53 +01:00
32fd9f9aa9 More investigation into animation 2020-04-15 21:11:01 +01:00
80c65f68ca Avoid false positives 2020-04-15 16:44:06 +01:00
acb7882549 Do some more file format spelunking
`WarHammer.ani` turns out to be a regular `obj` file; `WarHammer.idx`
is partially decoded, but I'm struggling to link it to the former in
a reasonable way at the moment.
2020-04-15 00:27:43 +01:00
e2ad8f61c1 Add a couple of FIXMEs 2020-04-14 18:59:57 +01:00
2f65cd312a Wire up inventory select to ship state
Also mixed into this commit:

* Use returning drivers where possible
* Make the credits screen returnable via click
2020-04-14 15:11:25 +01:00
26c976353f Fix inventorySelect 2020-04-14 12:25:25 +01:00
82d3849402 Increase dialogue modality, display keyboard dialogue 2020-04-14 12:12:37 +01:00
786d261f98 Allow dialogues to be hidden or shown
To do this, MENU and SUBMENU are split into two types (at last), and
a Widget type is introduced. This should allow lots of code to be
removed at some point.
2020-04-14 03:14:49 +01:00
dc131939f4 Make include directives work in .mnu files 2020-04-13 21:03:54 +01:00
76bf8438b0 Display MainGame.mnu and map in ordoor simultaneously
It's a complete mess for now - many things are out of place or shown
when they shouldn't be - and we can't move around the game map. But,
it's a good start.
2020-04-11 01:01:05 +01:00
5f8606377a Integrate view-map into ordoor
Now we can view scenario maps from the main game interface. We can't
cancel out of a scenario yet, though.
2020-04-11 00:13:28 +01:00
0025daf8dd Move internal/ordoor/flow to internal/flow 2020-04-10 22:50:01 +01:00
f3fea83173 Reimplement cursor as a query operation 2020-04-10 20:54:58 +01:00
bb3ddc4896 First pass at custom cursor display 2020-04-10 19:55:16 +01:00
d99a5b9ec3 Instantiate a ship on startup 2020-04-10 19:24:03 +01:00
fd73f03aa5 Initial outline of a Ship 2020-04-02 01:23:04 +01:00
df1f116b3d Clean up the options flow handlers a tiny bit 2020-04-02 01:22:53 +01:00
aa43011e8d Set options from defaults on first start
Data/GenericData.dat specifies what the default values for some options
should be. Respect them on startup if the options in config are unset.
2020-04-02 01:21:32 +01:00
8ce24ce5f8 Display listbox text 2020-04-01 19:45:57 +01:00
7935f78acc Add a partial listbox implementation 2020-04-01 01:38:42 +01:00
31da40e772 Move inventorySelect to its own file 2020-04-01 00:03:43 +01:00
c1925697c9 Refactor inventorySelect to build it hierarchically 2020-03-31 23:45:11 +01:00
2ae3611d7f Allow menu records to be processed hierarchically by the UI driver
Nothing is actually processed in this way yet, but there is a new
assertion forbidding certain types of records from having children.

Because of this new assertion, our menutype tweaks must be moved up a
layer into internal/menus. They fit better there anyway.
2020-03-31 23:29:43 +01:00
7586b90f8a Update go.mod 2020-03-31 22:31:10 +01:00
b5a722eef0 Make a start on font rendering
I was hopeful I could use ebiten/text, but font.Face doesn't seem set
up for fixed-colour fonts.
2020-03-30 00:15:19 +01:00
27fbccdc5f Get the briefing menu linked up
Yes, that means hypertext is now a clickable.
2020-03-27 02:16:54 +00:00
c090fd32e9 Link various screens accessible from the bridge
This kind of linking is starting to creak...
2020-03-27 02:07:28 +00:00
316db89148 Get the bridge door animations running 2020-03-27 00:54:57 +00:00
79bfab7d6b We can reach the bridge \o/ 2020-03-26 23:35:34 +00:00
e4ce932324 Display overlay text in the UI
We still have fonts to do, so this is very ugly, but it at least shows
*something* on the screen now.
2020-03-26 22:09:26 +00:00
a0fd653c24 Add some information about sound 2020-03-26 20:47:05 +00:00
3d3a55af9d Break flow out of ordoor 2020-03-25 02:12:17 +00:00
4eb4b6e69f More menu navigation 2020-03-25 00:48:09 +00:00
7824396c24 Add stubs for unknown widget types 2020-03-25 00:23:28 +00:00
b986359047 Draw overlays 2020-03-24 23:26:21 +00:00