94080546e5
Broken implementation of collision code.
...
I'm trying to get it working.
2017-11-06 20:40:03 +00:00
37f7964388
Fix build error about SDL_platform.h not found.
2017-10-24 20:25:01 +01:00
ee3a17fd13
Make method const
2017-10-24 10:45:40 +01:00
7783cb8e5e
Refactor moving logic out from Character into a new class.
2017-07-31 09:56:49 +01:00
84e7ca952e
buildfix
2017-07-24 10:03:43 +01:00
4ab06b4255
Add 'walkable' info to tiles.
2017-07-24 01:27:07 +01:00
b3e7f3ac1c
Import tmxlite.
2017-07-24 01:26:05 +01:00
92ed732927
Add the customized vectorwrapper pretty-printer for curry.
2017-07-24 01:19:33 +01:00
64969766d9
Try to make collision work - WiP
2017-07-24 01:19:06 +01:00
40967784a3
Add parameter to skip the callback on the first tile.
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For example if you are going from tile 1,1 to 1,2 you would get
two notifications if parInclFirst==true, one for 1,1 and one for
1,2. If parInclFirst==false, then you will only get a notification
for 1,2. Note that if the segment passed to to
for_each_voxel_under_segment() is too short and doesn't span over
the initial tile, passing parInclFirst==false will discard the
only callback you would normally get. Effectively this can be used
for a sort of "on tile changed" notification.
2017-07-23 16:22:04 +01:00
084c4d64da
Fix the assert triggering sometimes in the raytrace grid traversal.
2017-07-23 04:37:25 +01:00
b0806e9e1c
Print "debug" when starting game compiled in debug mode.
2017-03-17 20:13:39 +00:00
1eeb944e68
Make Debug only available in debug builds.
2017-03-17 20:08:12 +00:00
3a05564be9
Add missing include.
2017-03-17 19:52:42 +00:00
d96dbb9fe8
Update vectorwrapper.
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Also make the necessary changes to fix the build after the update.
2017-03-17 00:30:34 +00:00
be56c55e3e
Add a layer for game characters.
2017-03-15 21:58:51 +00:00
b60bbf3739
Add background layer from IngameScene, not the base class.
2017-03-15 21:58:24 +00:00
9428e63fc2
Layers are now named, so code can request a layer by name.
2017-03-15 21:48:27 +00:00
7a391c5743
Character draws itself.
2017-03-15 09:14:22 +00:00
2d05fd03db
Assert that raytracing is going to finish at some point.
2017-03-15 09:13:13 +00:00
d9a943ee4a
Add DrawingQueue class.
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Big do-it-all commit. Work on this is not finished and there
are a few changes that need to be undone. A bit messy but
that's how it is :/
2017-03-15 09:12:16 +00:00
8a65faf45c
Fixes to make safe_ptr work outside of kakoune.
2017-03-12 15:12:44 +00:00
23d7121e76
Add safe_ptr from kakoune.
2017-03-12 15:12:09 +00:00
15e874f0fe
Move texture-related code out from Character class.
2017-03-11 12:22:40 +00:00
c320abbed2
Update submodule
2017-03-11 08:51:16 +00:00
0560affdf9
Import clooneljump as a subproject.
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Remove manually copy-pasted files taken from cloonelgraphics and
use the up-to-date version from the submodule instead.
2017-03-11 08:22:23 +00:00
c30fe3012c
Remove fsgn() which is now unnecessary.
2017-02-10 19:26:46 +00:00
ff91bbbc71
Fix code so raytrace test now passes.
2017-02-10 19:24:44 +00:00
80d0e1c336
Add test for intersection and fix data in raytracer test.
2017-02-10 15:40:26 +00:00
413ff4e558
Expose private functions in grid_raytrace for unit testing.
2017-02-09 19:31:38 +00:00
47aa9f2948
Move everything into a shared lib so unit test can access stuff.
2017-02-09 18:11:09 +00:00
e2d307da52
Initial WiP implementation of 2D grid raytracing. Not working.
2017-02-08 16:39:46 +00:00
f91ff6625f
No need for requiring int position here.
2017-02-08 16:37:59 +00:00
24d67c7cd6
Experimental code that turned out to be too slow and got scrapped.
2017-02-08 16:37:12 +00:00
cb8654ac7e
Add a TileProperty struct so one can store info about tiles.
2017-02-08 16:36:36 +00:00
5a8c3fcac0
Add Catch for unit testing.
2017-02-08 16:32:55 +00:00
8e1c19df47
Add an fsgn() function.
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fsgn() returns -1/0/1 depending on the parameter's sign.
2017-02-08 16:30:48 +00:00
67e8ceefa3
Update licence notice to 2017.
2017-01-30 14:56:16 +00:00
ab02e7ef58
Let Character store a pointer to the world.
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It's going to be needed for collision testing.
2017-01-30 14:49:56 +00:00
2062d50775
Use explicit loop
2017-01-30 13:05:26 +00:00
3907ef6d6d
Move movement logic out from the gameplay scene.
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Character now knows how to move by itself.
2017-01-30 12:29:57 +00:00
7a0d2c3267
Center viewport on the character when possible.
2017-01-27 19:39:47 +00:00
4715552b44
Update to latest vectorwrapper.
2017-01-27 19:37:20 +00:00
952a8af9c6
Register things that need the world size as observers to WorldGrid.
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Character and WorldViewport get notified when the world size is set.
This way even if world size never changes they still get notified
about the proper world size as soon as that information is ready,
be it during instantiation or registration. Previously I was having
trouble because at the point where Character was instantiated, the
world size was not known yet. As such, I had to call a
character.update_world_size() function after it became available. The
same happened for the viewport, and this looked a bit too brittle
from the programmer's perspective. Now you just instantiate the
Character and things get sorted out automatically.
2017-01-27 16:07:50 +00:00
0dab671ce4
Forgot to commit this
2017-01-26 19:47:37 +00:00
19889313e2
Make a ConstrainedPosition helper class.
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Use the new class to replace the ad-hoc code in worldviewport.
2017-01-26 17:37:12 +00:00
7971e85be5
Fix url to vectorwrapper submodule
2016-11-23 18:25:09 +01:00
9a0e7abb52
Attach GPL3 licence.
2016-11-23 17:54:41 +01:00
38826b94b8
Fix randomly happening floating point error during clipping.
2016-11-09 01:46:36 +01:00
e65c2341c2
Draw a test character to start experimenting.
2016-11-09 01:46:10 +01:00