kts
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9f32631fe5
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Added rolls test program. This reads rolls.tsc in and attempts to do some basic attack/defend rolls for Tiles. Also added the basic structure for the VM function precompiler. Next modification will likely be converting the current VM precompiling code into using a buffer rather than reading from the file handle directly. This will allow for forward reading of characters in addition to backwards, thereby allowing for easier expression parsing (at least towards what I am conceiving of it thus far).
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2014-05-17 16:28:24 -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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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 |
kts
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bbcd6cd0aa
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More stuff added - how nondescript. In particular, data.c/.h now includes a function for loading in a .tsc, or timesynk configuration file, into a Table. This adheres to the information regarding the timesynk Configuration Syntax on the wiki. This feature has been implemented in the engine, as video width, height, and other similar options are loaded from the settings.tsc file relative to the engine. Also added a modules directory with a basic skeleton for the Xibalba module.
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2014-03-02 22:10:49 -08:00 |
kts
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9b5a1ed4b3
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Added rendering code for sprite and fonts, made a pretty bad high precision timer - while being higher precision than SDL_GetTicks, it has a few problems that I must sort out. Also need to make it crossplatform.
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2014-02-25 02:45:10 -08:00 |
kts
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b3f50776e8
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Lots of stuff added since last commit. ASCII-based Font system and Element system(similar to tile_editor)s now partially in place. State management now more flushed out, but still likely to be tweaked. Now sports two renderers - software-mode SDL and hardware-accelerated OpenGL mode. At the moment code is not in place to switch between the two renderers in-program (managed by a call to interfaceSetRenderer), but it will be added later with the appropriate freeing of surfaces and textures. A more generalized binary to .c/.h program was added to the new tools subdirectory - it takes a binary file as an argument and creates the appropriate .c/.h files. It also can handle the append flag, -a.
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2014-02-22 00:20:44 -08:00 |
kts
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478090d7c4
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Began work on complete client rewrite within the engine/ subdirectory. This new client is written with game states in mind (i.e., main menu, net lobby, game) and a more expandable structure for multiple interfaces. Old code in the main directory will be removed entirely or reintegrated with the new engine. Majority of the code related to Tile(s) will be removed, as their properties are now dynamically loaded from TSD files (as generated by the tile_editor). Tiles will also have a local x and y coordinate for positioning within their currently occupied tile (or something very similar) - this will allow for smooth movement and more precise collision detection (according to quarters of tiles). Much more to come\!
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2014-02-14 06:46:11 -08:00 |