timesynk/test
kts d42b12885f 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
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Makefile Reorganized the project root, deleted unnecessary files, moved data.c/.h, fio.c/.h, llist.c/.h into common and old code into old/ directory. All modules will now reside on the modules/ directory. 2014-03-10 12:41:49 -07:00
compiler.c Reorganized the project root, deleted unnecessary files, moved data.c/.h, fio.c/.h, llist.c/.h into common and old code into old/ directory. All modules will now reside on the modules/ directory. 2014-03-10 12:41:49 -07:00
compiler.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
conf.c Reorganized the project root, deleted unnecessary files, moved data.c/.h, fio.c/.h, llist.c/.h into common and old code into old/ directory. All modules will now reside on the modules/ directory. 2014-03-10 12:41:49 -07:00
script.c Added two folders: test/ and xibalba/. Contained within test/ are two test/devel-beds for two systems that will be integrated within ts. The first is script.c, which is the development program for the interpreter system - this interpreter system allows for the setting of variables (both local and global), the creation of new functions, and the definition of default in-game functions such as dice rolling and the like. The second file, t2d.c functions as a basic test utility for Tile Data loading and the like - it interprets a tileset/tile definition file into Data, TileDataSet, and TileData(s) respectively. These structs, as defined in data.c/.h, allow for reference to tiles by TID:ID or simply by name through the use of key=>value pairs. It is from these structs and their accompanying access functions that new Tiles will be created (perhaps later optimized through a basic Tile array that contains semi-populated Tile(s) that can be memcpy'd similar to the current system). Also added the xibalba/ sub-dir that will contain the various data for Xibalba (tile definitions, graphics, map creation, etc.), moving majority of what is in tiles/ into xibalba/. 2013-12-17 17:08:37 -08:00
t2d.c Reorganized the project root, deleted unnecessary files, moved data.c/.h, fio.c/.h, llist.c/.h into common and old code into old/ directory. All modules will now reside on the modules/ directory. 2014-03-10 12:41:49 -07:00
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
vm.c Reorganized the project root, deleted unnecessary files, moved data.c/.h, fio.c/.h, llist.c/.h into common and old code into old/ directory. All modules will now reside on the modules/ directory. 2014-03-10 12:41:49 -07:00
vm.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
vm_memory.c Added vm_memory.c in test/ - basically just a test bed for vm memory. 2014-03-06 13:05:02 -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