kts
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9bf0e3c7fa
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newTile no longer takes x, y, and z params. Default values are set to 0 and are changed/set upon addTileToMap call.
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2014-04-07 10:08:04 -07:00 |
kts
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fa7a158ec9
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The Mystery of the git Commit
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2014-03-14 14:51:41 -07:00 |
kts
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e3941fa552
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Updated devcpp project. Engine runs fine on win64.
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2014-03-13 16:29:13 -07:00 |
kts
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c1397f62fc
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Fixed addTablePair bug wherein a new TablePair would overwrite the old rather than add itself to the end of the TablePair linked list. Also moved timer.c/.h from engine/sdl/ to engine/. If compiling on Windows, getPTime and doNanoSleep still require SDL.
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2014-03-13 16:13:35 -07:00 |
kts
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6b0ef6fd83
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Lots of fun abounded with segfaulting. Fixed it eventually - was accessing a state after it had already been freed, thus wreaking havoc in the next state. Maps and Tiles implemented now. Animation is a thing as well, but still a work in progress. It will likely be managed entirely by the Tile's doThink VM function. With modules now (partially loading) and Maps/Tiles figured out, the limited virtual machine will soon take shape.
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2014-03-13 03:25:17 -07:00 |
kts
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b33b2a534c
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Added some (pretty bad) module loading code. At the moment modules/module_name/CONF is loaded (if not, it bails) into g_module_conf and the list of sprites and default scale is acquired. From this, g_module_spritesheets is malloced for (spritesheet count) * sizeof(struct Spritesheet*) and Spritesheets are created and loaded into their respective positions. NOTE: Spritesheets should be set up by the renderer in part - probably via function pointer, similar to Elements. After these are loaded, ../modules/module_name/module_name.tsd is attempted to be loaded as well. Not much error checking done yet, so eggshells abound. Module CONF error checking will probably be handled by some function when we first generate the list of modules in modules/ dir. ALSO, Spritesheet loading does not check sprites/CONF for width, height and columns - this will be fixed on next commit.
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2014-03-12 03:46:46 -07:00 |
kts
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d42b12885f
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Added a load module state that provides a button list of modules found in the ../modules directory. When clicking on one, it will attempt to load ../modules/MODULE_NAME/MODULE_NAME.tsd into struct Data* g_tile_data. If it succeeds, it switches to a test state where I will be tweaking stuff like tile movement and similar. I will also add spritesheet loading in the load module state.
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2014-03-11 23:56:23 -07:00 |