kts
|
33ab0f2af2
|
Renamed binary_to_c to pack_tiles and made it convert tiles/*.png to various char arrays in tiles/tiles.c and tiles/tiles.h. Added fully functional graphical tiles to the SDL client by using the tile's id and tid to point to the appropriate arrays in tiles.c/tiles.h. Also added proper displaying of multiple tiles on a tile chain, tile movement via gameMoveTile, tile line drawing via drawLine, along with other touch-ups
|
2013-10-15 18:54:23 -07:00 |
kts
|
6e414d9223
|
Who knows what has been added! As far as I recall, *context(s) were tweaked, added compiled-in graphics for the SDL client, and probably some other stuff.
|
2013-10-14 19:21:33 -07:00 |
kts
|
5c7cc7d267
|
Changed how the map is dynamically allocated, thus fixing the SDL client as well as the default client on non-powerpc architectures. Added a current_context function pointer that is called by the interface and governs how events/keypresses are handled in different contexts, such as walking or looking.
|
2013-10-10 01:55:18 -07:00 |
kts
|
e1a32045cf
|
Added a ton of stuff, SDL compile is broken, probably due to malloc issues. Must check over code in different environments.
|
2013-10-08 21:49:38 -07:00 |
kts
|
2d7a45e0b5
|
Map now resides on a multidimensional array titled map_matrix. This stores the Tiles in a Stack structure at each cell - I believe this should instead be changed so that each Tile instead has pointers to the previous and next Tiles, so that the map_matrix only holds Tile pointers rather than Stack structs containing some variable amount of Tile pointers. Also added a visible_matrix that denotes what tiles are visible to the player. This is simply a multi-dimensional array of ints that act as bit fields for various flags (such as TILE_VISIBLE, TILE_CAN_SEE, TILE_LIGHT_ONE, TILE_LIGHT_TWO, etc. - multiple light flags can be concatted to provide a broad array of light levels).
|
2013-09-28 20:50:52 -07:00 |
kts
|
1f973fc865
|
Added basic player movement through playerMove(direction, distance). Also added an interface through which player commands are attached to a command id, so as to allow for functions to be called via a command id or, if later implemented, a string. Finally, implemented the moving of an @ in curses or a square in SDL via the arrow keys.
|
2013-09-19 22:45:19 -07:00 |
kts
|
0c5dc4c822
|
Initial commit, contains a barebones structure with the interface for both (x)curses and SDL. Can be built via the Makefile or via the XCode project in the xcode/ subdirectory
|
2013-09-17 22:37:36 -07:00 |