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3b24b50e4c
timesynk
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test
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kts
452bdf4a1d
Cleaned up code in data.c and organized it. Current and future code will be formatted in adherence to the current draft of KCS. Also added datatype-specific writing and reading functions for TablePair values. This reduces the chance of unexpected behaviors when one datatype is interpreted as another.
2014-03-03 12:11:19 -08:00
..
Makefile
Cleaned up code in data.c and organized it. Current and future code will be formatted in adherence to the current draft of KCS. Also added datatype-specific writing and reading functions for TablePair values. This reduces the chance of unexpected behaviors when one datatype is interpreted as another.
2014-03-03 12:11:19 -08:00
conf.c
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.
2014-03-02 22:10:49 -08:00
script.c
…
t2d.c
Much progress on the tile editor, as it can now read in a .tsd file using the earlier developed data.c/data.h (Data, TileSetData, TileData, etc. structs and accompanying functions). Once a file is successfully loaded, changing the set/id will attempt to populate the GUI with key=>value pairs for the given tile, if it exists. Partially implemented is the parsing of InventoryData. Will implement adding new TablePairs through the GUI and the saving of any changes back to a .tsd file. Fixed some memory allocation problems as well - some leakage still existing in the tile editor as well as the Data functions/structs, but they are noted and will be taken care of in time.
2014-01-17 04:03:10 -08:00
table_test.c
Implemented Data system fully now (not integrated into ts engine itself yet). In the process added a new Table (hash table) system that matches keys to values. More information pertaining to that in data.h/data.c. Might switch over to a system wherein all Tiles are actually TileData structs (or contain TileData structs). This would increase the processing necessary, as values for properties must be acquired from a string instead of reading from a pre-defined struct, but it would increase the modularity immensely as there is no real limit on the amount of properties a Tile may contain (which will be most important once the interpreter is implemented and used for tile movement, collisions, etc.).
2013-12-20 18:24:06 -08:00
tiles.txt
Implemented Data system fully now (not integrated into ts engine itself yet). In the process added a new Table (hash table) system that matches keys to values. More information pertaining to that in data.h/data.c. Might switch over to a system wherein all Tiles are actually TileData structs (or contain TileData structs). This would increase the processing necessary, as values for properties must be acquired from a string instead of reading from a pre-defined struct, but it would increase the modularity immensely as there is no real limit on the amount of properties a Tile may contain (which will be most important once the interpreter is implemented and used for tile movement, collisions, etc.).
2013-12-20 18:24:06 -08:00
timer.c
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.
2014-02-25 02:45:10 -08:00
timer.h
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.
2014-02-25 02:45:10 -08:00
xibalba.tsd
added getTileDataById to data.h, as it was causing segfaults on gcc 4.2.1, mac os 10.6.8/x86 without it. Also fixed pack_data.c, as it was attempting to load the tile data directory before checking argc if an arg was passed. Also added equipment to ibexian shocktrooper and barbarian in xibalba/players for additional testing.
2013-12-24 06:01:43 -08:00