timesynk/engine/states
kts fa7a158ec9 The Mystery of the git Commit 2014-03-14 14:51:41 -07:00
..
state_blank.c 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. 2014-03-11 23:56:23 -07:00
state_blank.h Updated devcpp project. Engine runs fine on win64. 2014-03-13 16:29:13 -07:00
state_globals.c 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. 2014-03-11 23:56:23 -07:00
state_globals.h 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. 2014-03-13 03:25:17 -07:00
state_menu.c 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. 2014-03-11 23:56:23 -07:00
state_menu.h 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. 2014-03-11 23:56:23 -07:00
state_modules.c 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. 2014-03-13 03:25:17 -07:00
state_modules.h 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. 2014-03-11 23:56:23 -07:00
state_test.c The Mystery of the git Commit 2014-03-14 14:51:41 -07:00
state_test.h Fixed addTablePair bug wherein a new TablePair would overwrite the old rather than add itself to the end of the TablePair linked list. Also moved timer.c/.h from engine/sdl/ to engine/. If compiling on Windows, getPTime and doNanoSleep still require SDL. 2014-03-13 16:13:35 -07:00