Martin Dørum
0db704582d
make style consistent
3 anni fa
Martin Dørum
d3ca166d2f
more lighting
3 anni fa
Martin Dørum
293b05bade
lights are floats, range 0-1
3 anni fa
Martin Dørum
86952836a5
a bit more lighting
3 anni fa
Martin Dørum
c77bfb3262
light stuff
3 anni fa
Martin Dørum
8f2e3578ea
lighting
3 anni fa
Martin Dørum
2cfa6b547f
make player emit light
3 anni fa
Martin Dørum
262ca389fe
a kind of lighting effect
3 anni fa
Martin Dørum
f040f51b04
fix PlayerEntity::get
3 anni fa
Martin Dørum
e20d10ee29
automatically center entity when spawning
3 anni fa
Martin Dørum
cc1c71717a
change InventoryTrait to new trait system
4 anni fa
Martin Dørum
b2fd4178df
new trait system, split Body into Body and Physics
4 anni fa
Martin Dørum
93ecc0a214
allow despawning entities
4 anni fa
Martin Dørum
4a8694dc27
store entities contiguously in memory
There are still some things left to do:
* Implement despawn
* Maybe shrink SlotVector if there's a lot more free slots than occupied slots
* Implement iteration over entities
4 anni fa
Martin Dørum
976d9b4b9c
replace core::air with @::air
"@internal::" is also renamed to "@::" for libswan-internal stuff.
4 anni fa
Martin Dørum
07c46110e5
removed unused line
4 anni fa
Martin Dørum
e9c9c862e8
mods are responsible for creating the mod object now, not just init
4 anni fa
Martin Dørum
d25a7f8458
nicer entity ctors
4 anni fa
Martin Dørum
1fb53a1df3
event system
I know, I know, this segfaults on exit.
I need to make each mod subclass a Swan::Mod superclass
so that they can have EventListener structs which are
destroyed when the mod exits, and the mod has to exit
before the world goes away so that mods' EventListener
dtors can access their respective EventEmitters.
4 anni fa
Martin Dørum
d808b8bcfb
this is a big one
* reworked some resource loading and mod init stuff
* texetures are now configured at runtime via .toml files
* moved from SRF to messagepack
* changed folder structures
* added the fmt library (for later)
4 anni fa
Martin Dørum
491481e63a
more renaming
4 anni fa
Martin Dørum
253c24148e
WGDefault -> DefaultWorldGen
4 anni fa
Martin Dørum
be5ac63730
visuals
4 anni fa
Martin Dørum
bb1817ac7a
texture stuff
4 anni fa
Martin Dørum
9f6f2abd9b
deeper
4 anni fa
Martin Dørum
056579e6be
cave background stuff
4 anni fa
Martin Dørum
903774f7a7
caves
4 anni fa
Martin Dørum
ce70c058aa
mostly performance stuff
4 anni fa
Martin Dørum
3f4040720d
minor stuff
4 anni fa
Martin Dørum
fa163b4bd3
more pure functional tile gen
4 anni fa
Martin Dørum
1a64feb187
just a bunch of stuff
4 anni fa
Martin Dørum
5794938993
inventory stuff mainly
4 anni fa
Martin Dørum
6347a737b3
FORCE -> MOVE_FORCE
4 anni fa
Martin Dørum
18265a30e2
number tweakings etc
4 anni fa
Martin Dørum
702ad886af
fall down with greater gravity
4 anni fa
Martin Dørum
15abd13f12
better world gen
4 anni fa
Martin Dørum
3b4ce891fe
traits
4 anni fa
Martin Dørum
3b2479c791
texture alpha/color mods
4 anni fa
Martin Dørum
d06bede011
rendering
4 anni fa
Martin Dørum
aa3b7ffa87
add a max delta time
4 anni fa
Martin Dørum
201dffd6fc
make World::addPlane slightly clearer
4 anni fa
Martin Dørum
77a9aca716
slowly but surely approaching feature parity
4 anni fa
Martin Dørum
f22b1e47e7
mod loading and resource stuff
4 anni fa
Martin Dørum
c527655e79
almost ported to SDL
4 anni fa
Martin Dørum
401e069646
hey, this compiles now
4 anni fa
Martin Dørum
5d34c09ca3
at least it compiles now
4 anni fa
Martin Dørum
e71e20c6c5
WIP, rewriting stuff to use SDL instead of SFML
4 anni fa
Martin Dørum
e1fef8792e
integrate imgui, and associated build system work
4 anni fa
Martin Dørum
41acf5762e
much more reliable collisions
4 anni fa
Martin Dørum
e7437ef94c
randomness
4 anni fa