Changelog:
- Refactor the EC header files to put struct in more sensible locations:
- Sprite and Particle Emitter + Configs are now assets, as they
should be
- Components type are now unsigned int, thus it is not sensitive to
any component enums
- Components enums are now pure index store. There are two sets of
components: Basic for engine use, Extended for game-specific ones
- Component memory pools are now defined on outside of engine. Majority
of the components will be game-specific, so it should be on the game
to define the components and the mempools for all of them.
Internal Changelog:
- Split assets from engine so that rres_packer do not need to implement
mempools
- The idea is that mempool is incomplete and requires implementation of
the mempool in scenes.
- Components are usually game-specific, so this is the first step to
decouple it from the engine.
Internal Changelog:
- Remove spawn position for entity
- Not used. If spawning is needed, use a spawning entity
- Put in state machine callback function
- Player spawning system is part of callback function
- Remove player spawning system
- Incorporate state transition in systems
Changelog:
- src anchorpoint is also an enum. The offset needs to be computed
dynamically due to flip_x
- Re-add back the offset field.
- Add symbol parsing for anchor point.
Internal Changelog:
- Refactor scroll area refocus function
- This only triggers when selection is made
- Add mouse function process in test scene
- Add action for mouse selection
This allows scene to have children but can only have one parent
There is only one focused scene to get input
Update and Render order is child first and next
Internal Changelog:
- Add a new field to store frames per row for a sprite
- Update sprite drawing function to bound check
- Update assets loader to look for the new field
- Refactor adding a sprite function to reduce repetition
- Update all main programs
Internal Changelog:
- A scene now has a maximum amount of render texture. It is to be
rendered in order of the array by the engine.
- A scene now needs an explicit render system to draw onto the render
textures. The scene will also init the number of render layers
needed.
- The change is to allow more separate of concerns when it comes to
rendering. A scene can also now compartmentalise the rendered items,
which hopefully make understanding the code easier.
- Update all exisiting code to use the new render system.