d96dbb9fe8
Update vectorwrapper.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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
4c105fc3df
Don't move the viewport if it would generate gaps in the map.
...
In other words, don't let the player see past the end of the world.
2016-11-08 20:34:04 +01:00
5d231206ef
Fix rect clipping
2016-11-08 20:15:19 +01:00
89ac57eee7
Don't crash when going past the bottom/right border.
2016-11-07 22:31:52 +01:00
20f8e75937
Use boost spirit to load csv files.
...
Allow loading of multiple csv files. Iterating on tiles now returns
a list of tiles, in back-to-front order.
Add a nicer tileset (although it's non-free and needs permission from
its author, need to get in touch in due time).
2016-11-07 22:02:46 +01:00
1313dad568
Allow moving past the top-left edge of the world.
2016-11-04 20:31:41 +01:00
d7868800d4
Temporary code to load a csv tilemap from Tiled.
2016-11-04 20:31:17 +01:00
087e1cd8b1
Make the viewport able to return the tile of a given index.
2016-10-31 01:36:30 +01:00
458ec6bcce
Make m_index uint16 again and replace magic -1 number.
2016-10-30 23:41:14 +01:00
5da4cef4a5
Move clipping and drawing to base class and fix int<->float warnings.
2016-10-30 23:30:32 +01:00
c8920ea997
Implementation of vector_cast that works with vwr::Vec.
2016-10-28 22:20:23 +02:00
629a3d9e08
Add movingobject
2016-10-28 21:06:19 +02:00
f1467d7d99
Use pimpl to hide properties used by the gameplay scene.
2016-10-28 01:45:45 +02:00
33c18680d6
Make scrolling speed depend on frame duration.
2016-10-28 01:31:34 +02:00
7e8657b9d8
Allow viewport to move past the top-left edge of the map.
2016-10-27 10:29:37 +02:00