timesynk/interface
kts 57a1b46db4 Created a new Spritesheet struct for loading and managing spritesheets - has two SDL_Surfaces, one scaled, the other original. Also has various properties related to scale size, columns in a row, etc.. Changed interfaceDraw() to use the new system. Also, the tile in front of the player is drawn at partial opacity if it is a WALL or a DOOR. Moved the position of the UI around. 2013-11-15 18:19:54 -08:00
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curses.c Added tile scaling via interfaceSetScale. This currently modifies the various spritesheet->Surface(s) loaded from tiles.c/pack_tiles, but they should modify live alternatives, so that changes always start from the original surfaces. Also created shading on the rock wall, created a new palisade wall, and also fixed/prettified the current doors. 2013-11-10 01:01:07 -08:00
curses.h Added much code for the foundation of the netcode. Server automatically starts on port 31337 and runs as a separate thread in the SDL client. This TCP server functions as a basic echo server and can be connected to thru telnet or by typing 'connect 127.0.0.1 31337' in timesynk's console. Once connected, the echo functionality can be tested by using console command 'send my message goes here'. Somewhat buggy and crashses on occasion - suspected cause is consoleLog()ing a string that is not properly nul terminated, resulting in reading memory out of bounds. Curses client does not run the server properly at the moment, probably due to using select on server, clients, and stdin when combined with ncurses - will look into this later. 2013-11-06 23:40:19 -08:00
sdl.c Created a new Spritesheet struct for loading and managing spritesheets - has two SDL_Surfaces, one scaled, the other original. Also has various properties related to scale size, columns in a row, etc.. Changed interfaceDraw() to use the new system. Also, the tile in front of the player is drawn at partial opacity if it is a WALL or a DOOR. Moved the position of the UI around. 2013-11-15 18:19:54 -08:00
sdl.h Created a new Spritesheet struct for loading and managing spritesheets - has two SDL_Surfaces, one scaled, the other original. Also has various properties related to scale size, columns in a row, etc.. Changed interfaceDraw() to use the new system. Also, the tile in front of the player is drawn at partial opacity if it is a WALL or a DOOR. Moved the position of the UI around. 2013-11-15 18:19:54 -08:00