| Commit message (Collapse) | Author | Age | Files | Lines | |
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| * | Big rushed update | Xavier Del Campo Romero | 2024-01-28 | 1 | -0/+96 |
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| * | Add unit sprites | Xavier Del Campo Romero | 2024-01-28 | 1 | -0/+36 |
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| * | terrain: Split tile/object rendering | Xavier Del Campo Romero | 2024-01-28 | 1 | -0/+12 |
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| * | Add btn_small | Xavier Del Campo Romero | 2024-01-27 | 1 | -0/+12 |
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| * | Define terrain rendering and loading | Xavier Del Campo Romero | 2024-01-27 | 3 | -3/+45 |
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| * | Remove resource, tech and old game resources | Xavier Del Campo Romero | 2024-01-27 | 3 | -306/+3 |
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| * | WIP | Xavier Del Campo Romero | 2022-11-01 | 3 | -43/+54 |
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| * | Implement checkbox GUI element | Xavier Del Campo Romero | 2022-09-23 | 1 | -0/+10 |
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| * | Implement GUI line edit | Xavier Del Campo Romero | 2022-09-20 | 1 | -0/+28 |
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| * | Implement main menu | Xavier Del Campo Romero | 2022-06-26 | 3 | -9/+11 |
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| * | Revamp gui component | Xavier Del Campo Romero | 2022-06-26 | 2 | -15/+15 |
| | | | | | | | | | | | | | | | | | | | | | `gui` was tighly coupled to game logic, and could not be extended for other purposes. Therefore, a generic GUI implementation, loosely inspired by well-known GUI frameworks such as GTK, is now provided, with the following properties: - Does not depend on dynamic or static memory allocation, only automatic (i.e., stack) memory allocation required. - Portable among existing implementations. - Simple to extend. - Tiny memory footprint. `gui` is now composed by GUI elements that can be chained to form a tree structure. This is useful e.g.: to calculate X/Y coordinates for a given GUI element given its parent(s). This commit also refactors the older implementation, moving game-specific logic into `player` and making use of the new component. | ||||
| * | peripheral: provide common actions | Xavier Del Campo Romero | 2022-06-24 | 1 | -1/+2 |
| | | | | | | | Whereas some actions are context-specific (e.g.: selecting a player), some are context-independent and can be executed for all screens (e.g.: exiting the game). | ||||
| * | camera: remove dependency against terrain | Xavier Del Campo Romero | 2022-06-12 | 1 | -0/+6 |
| | | | | | | This will allow using camera for purposes other than showing the game map. | ||||
| * | Split peripheral-related logic into its own component | Xavier Del Campo Romero | 2022-06-12 | 1 | -1/+1 |
| | | | | | | | | | | | | This has several advantages: - `camera` no longer needs to define public functions for each peripheral type. - Peripheral-related is now no longer tighly coupled to human_player, so peripheral logic can be reused elsewhere e.g.: on menus. - Makes camera_update_touch consistent compared to equivalent functions, since now `pan` has now been moved to `camera` (as it should be). | ||||
| * | Implement button component | Xavier Del Campo Romero | 2022-06-11 | 2 | -1/+30 |
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| * | Make gfx_draw return int | Xavier Del Campo Romero | 2022-05-24 | 1 | -1/+3 |
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| * | Implement touch controls | Xavier Del Campo Romero | 2022-03-31 | 1 | -3/+2 |
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| * | Implement sub-tile collboxes | Xavier Del Campo Romero | 2022-03-30 | 1 | -2/+5 |
| | | | | | These will be later used by the pathfinding algorithm. | ||||
| * | game.c: remove #if 0 | Xavier Del Campo Romero | 2022-03-30 | 1 | -2/+2 |
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| * | Add support for keyboard and mouse | Xavier Del Campo Romero | 2022-03-30 | 1 | -0/+1 |
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| * | Refresh camera and terrain rendering on screen resize | Xavier Del Campo Romero | 2022-03-30 | 1 | -0/+1 |
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| * | Add project source code | Xavier Del Campo Romero | 2022-03-30 | 5 | -0/+394 |
