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
c1268e8d57
Start reorganising for multiple games
2020-06-01 01:08:53 +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
...
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
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
0adbfaa573
Remove the -win-x and -win-y options for the ordoor binary
2020-03-22 22:12:20 +00:00
bfe9fbdf7d
Start work on menu interactivity.
...
With this commit, we get a ui.Interface and ui.Widget type. The
interface monitors hover and mouse click state and tells the widgets
about them; the widgets execute code specified by the application when
events occur.
Next step: have wh40k load the main menu and play sound, etc.
2020-03-22 02:58:52 +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
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
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
73553cb8b0
Bounds checking
2020-03-18 23:23:09 +00:00
65249b59c4
Rename go module
2019-12-31 01:55:58 +00:00
e90bea4513
ebiten: convert view-map
2019-12-30 00:51:20 +00:00
c441851a9b
Don't destroy ordering information in conv.ConvertObjects
2018-12-30 23:22:01 +00:00
e2d3a1a8d6
Render Z levels slightly more accurately
2018-10-13 02:02:57 +01:00
0dd44d9de7
Limit texture size to 8192x8192 pixels
2018-10-13 01:37:44 +01:00
1fa61c72c2
WIP: Speed up rendering by using a spritesheet
2018-10-12 23:02:24 +01:00
9d56dff54e
Add an FPS timer
2018-03-28 01:16:52 +01:00
b653c11606
Formalise a bit in each cell as an "IsActive()" bit
2018-03-28 01:00:55 +01:00
b6dcfafb6d
Remove a dodgy optimization and allow mouse clicks to output cell position
2018-03-25 12:49:36 +01:00
50d316b5eb
Render multiple Z levels
...
Performance regression warning: this is now quite slow to render when showing
all 7 Z levels. Bounds clipping may be enough to get it back to acceptable
levels, or we may have to do something cleverer
2018-03-25 12:11:48 +01:00
6a90bb16cf
Correctly render all four objects for every cell in a map
2018-03-25 00:36:23 +00:00
4d4c4da892
More .obj investigating. 0x80 seems to be a special value
2018-03-24 21:47:34 +00:00
ab3f053ef9
Draw isometically using magic formulae, correcting the view
2018-03-24 00:15:59 +00:00
f6e695e387
Get the rotation *slightly* closer and show some center objects
2018-03-23 23:54:20 +00:00
c69beafa76
Speed up drawing and experiment with using rotation on the draw operation to get the right coordinates
2018-03-23 01:27:38 +00:00
456f71bfb9
Complete the rename from chaos-gate -> ordoor
2018-03-22 20:31:10 +00:00
431d2c7f78
Fix Y-rendering and the camera view
2018-03-22 12:41:32 +00:00
2d423a4c4c
Rename view-map to minimap and work on a real view-map
2018-03-22 04:15:31 +00:00
213b2d3eb1
Add the start of a view for objects in a set
2018-03-18 20:41:17 +00:00
257acd6127
Remove out-of-date comments in view-map
2018-03-18 20:11:25 +00:00
738abfc4a8
Finish the Set/ implementation
2018-03-18 17:27:32 +00:00
961a213752
Discover how frames are encoded, use that knowledge to (finally) get the viewport locked in
2018-03-18 15:39:50 +00:00
2f02c7bbf3
Some more map progress
2018-03-18 13:57:01 +00:00
d572a19352
Add the view-map command and some exploration of results
2018-03-18 03:35:03 +00:00