kts
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45ebcfe970
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Added a temporary font spritesheet and the ability to interfacePrint in SDL with aforementioned font. This simply works by getting the numerical offset of the ASCII character value within the spritesheet (same principle as the rest of the tiles). In the future SDL_ttf will be used, but for the time being this will suffice.
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2013-10-17 19:38:00 -07:00 |
kts
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4c204db4f3
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Added support for doors. A DoorTile is a fairly basic tile - at the moment - sporting a state int to specify its current state via STATE_OPEN, STATE_CLOSED, STATE_BROKEN, or STATE_MISSING. Graphically/ascii-ly, the proper visual appearance is acquired by multiplying the door id by the total door states(4) and adding the current state value to the result. For example, for a door with the id of 0, you would have visual tile 0 for closed, 1 for open, 2 for broken, and 3 for missing. Beyond the doors, the curses tiles were moved from interface/curses.(c/h) to tiles/curses_tiles.(c/h) - they should, at some point, be generated in a similar manner to the tiles for the SDL client (using pack_tiles).
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2013-10-17 15:11:29 -07:00 |
kts
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22e2d1c3a8
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Fixed compiling on XCode via conditional #includes - also removed player_struct as the player is a Tile now
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2013-10-15 19:51:43 -07:00 |
kts
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33ab0f2af2
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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
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2013-10-15 18:54:23 -07:00 |
kts
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6e414d9223
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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.
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2013-10-14 19:21:33 -07:00 |
kts
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5c7cc7d267
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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.
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2013-10-10 01:55:18 -07:00 |
kts
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e1a32045cf
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Added a ton of stuff, SDL compile is broken, probably due to malloc issues. Must check over code in different environments.
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2013-10-08 21:49:38 -07:00 |
kts
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2d7a45e0b5
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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).
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2013-09-28 20:50:52 -07:00 |
kts
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3d1fb1de41
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Added game.c, game.h, player.c, and player.h to the devcpp projects and successfully tested both the SDL and curses clients on Windows.
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2013-09-19 23:13:11 -07:00 |
kts
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1f973fc865
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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.
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2013-09-19 22:45:19 -07:00 |
kts
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82e63acdc0
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Added the devcpp/ subdirectory, containing two Dev-C++ projects corresponding to the SDL and PDCurses clients. The PDCurses project assumes curses.h and pdcurses.lib to be in "../../PDCurses/" and the SDL project assumes SDL's lib/ and include/ to be in "../../SDL-1.2.15/". Once either executables are compiled, PDCurses.dll and/or SDL.dll must be copied into the same directory as the corresponding executable.
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2013-09-18 02:11:19 -07:00 |
kts
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0c5dc4c822
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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
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2013-09-17 22:37:36 -07:00 |