Included equipment xml data
Included ground tiles xml data
Included objects and static objects xml data
Drag and drop inventory and equipment using slot types
Player class, animation, update and rendering
Camera follows the player
only the tiles in the camera view are rendered solid obstacles
projectiles collide with obstacles,
Weapons have projectile behaviour , equip weapons and shot,
Created a font to bitmap tool for creating the font texture sheet
graphics using OPENGL, Sprite sheet loading and rendering
sheet loading and rendering
Drawing lines, rectangles with colour
Font drawing with selected colour
The map editor
Tile selector and placement, the tiles are defined in a xml data file like below, and are loaded into the editor at run time.
<Ground type="0x46" id="Grass">
<Texture>
<File>lofiEnvironment</File>
<Index>0x46</Index>
</Texture>
</Ground>
Stats speed and dexterity
Speed defines how fast the player can move
Dexterity defines how fast the player can shoot
Spawning in items by typing in the name of the item to spawn
Consumable items like potions, potions increase the player stats
Double click a Consumable item to use it
Early preview of the map editor
This version is just loading a map, tile rendering, scrollable map.
started working on the enemy AI behavior tree.
3D Graphics OPengl
Day 5
Font sheet loading and rendering
Drawing lines, rectangles with colour
Font drawing with selected colour
Refractor the code, split the code up into 5 files, texture, sprite sheet, font, d3d, player
Altered ground xml include file to speed up the drawing code for tiles
Included equipment xml data, started work on the graphic user interface
Drag and drop inventory and equipment using slot types
Player class, animation, update and rendering
Camera follows player, only the tiles in the view are rendered
Rendering player name
3D Graphics using OPENGL
Font sheet loading and rendering
There are 16536 characters being rendered to the screen at 33 frames per second.
Created a font to bitmap tool for creating the font texture sheet
3D Graphics using OPENGL
Sprite sheet loading and rendering
Testing a tile map with width and height of 128x128, all the tiles are stored in a single sprite sheet image file.
There are 7,166 tiles being render!
3D Graphics using OPENGL.
There are 2100 projectiles, each is being transformed and translated from the origin with rotation, alpha blending is used for transparency.
Each projectile as movement behaviour, via calls to Sin and Cos functions
There are 400 tiles, with no transforming or translation or alpha blending.
The frames per second is 60
Resulting in 150,000((2500*60) texture polygons being render each second.
Plus there are 252,000(2100*60*2) calls to Sin and Cos functions each second.
CPU usage is 100 percent.