Shining Online

Development

Commit Log

2021-03-18
  • Ty

    Remove unused getX/setX from MoneyBoxRequest ...

    This functionality has been replaced by group functions

    Ty committed at 10:42

    625
  • Ty

    Tidy up base Game class ...

    Removes a bunch of unused/commented out code

    Ty committed at 10:41

    624
  • Ty

    Add base state handler for UI screens

    Ty committed at 10:40

    623
2021-02-22
  • Ty

    Tidy up all entity component files

    Ty committed at 09:35

    622
  • Ty

    Replace local BackgroundActionsService with pangolin.actions module ...

    Code was extracted into a separate module as it's used in a bunch of different projects

    Ty committed at 08:52

    621
2021-02-13
  • Ty

    Fix a couple of errors in base entity systems

    Ty committed at 23:22

    620
  • Ty

    Add --strict option to main game ...

    This will enable strict checking of resources and rules. Will cause fatal errors, so it should only be used when testing

    Ty committed at 21:18

    619
  • Ty

    Tidy PathfinderNodeBag

    Ty committed at 21:14

    618
  • Ty

    Fix incorrect data types in FontStyleResource

    Ty committed at 21:13

    617
  • Ty

    Add additional helpers to ResourceService

    Ty committed at 21:13

    616
  • Ty

    Clean up all systems to remove unused functions

    Ty committed at 21:12

    615
2020-12-06
  • Ty

    Add placeholder for battle cutscene

    Ty committed at 11:28

    614
  • Ty

    Update UI panels to support relative positioning and on/off positions

    Ty committed at 11:27

    613
2020-10-13
  • Ty

    Update PortraitHelperService to use new client base service type

    Ty committed at 08:36

    611
  • Ty

    Update main game to autoload component definitions in services ...

    Uses `GameKernel`'s new `applyFunctionToServices` method to autoload them

    Ty committed at 08:36

    610
  • Ty

    Add base ShiningOnlineService for client services to extend ...

    This must not be used for shared services, but it contains some common functionality and references for client services

    Ty committed at 08:35

    609
2020-10-04
  • Ty

    Add a bunch of missing client source files ...

    I really should keep on top of these commits :

    Ty committed at 08:14

    608
  • Ty

    Move getRarityColour from IconBuilderService to EntityHelperService ...

    This service is getting ridiculously large. Will probably need splitting up at some point

    Ty committed at 08:12

    607
  • Ty

    Tidy up system code

    Ty committed at 08:11

    606
  • Ty

    Rename resource_db folder to resource_types and add missing definitions

    Ty committed at 08:11

    605
  • Ty

    Update ContentDbCommand to use new getObjectTemplateList method

    Ty committed at 08:09

    604
  • Ty

    Move IconBuilderService into client services ...

    Not going to need to build graphical icons on the server

    Ty committed at 08:08

    603
2020-09-12
  • Ty

    Update all script engine functions to use injection + autoloading ...

    This also removes `get-global-flag` and `set-global-flag` as they're no longer used

    Ty committed at 09:43

    602
  • Ty

    Fix a couple of bugs in the offline drop screen ...

    * Fixes a bug when trying to drop an empty item slot would crash the game. * Dropping an item now returns to the "select item" state instead of exiting the screen

    Ty committed at 07:16

    601
2020-09-11
  • Ty

    Add UiScreenStateTransitionHandler ...

    Acts as a base class for all UI screen transitions

    Ty committed at 20:49

    600
  • Ty

    Update OfflineDropScreen to prevent quest items from being dropped

    Ty committed at 20:49

    599
2020-09-05
  • Ty

    Remove some junk code from systems

    Ty committed at 11:29

    598
  • Ty

    Whitespace/commented code cleanup

    Ty committed at 11:28

    597
  • Ty

    Tidy up EntityHelperService

    Ty committed at 11:28

    596
  • Ty

    Add tile size helpers to MapHelperService

    Ty committed at 11:27

    595
  • Ty

    Update MovementCalculatorService to use BattleHelperService for entity checks

    Ty committed at 11:27

    594
  • Ty

    Move getImpassibleEntities to BattleHelperService ...

    This was previously in the `PathfinderService`, but will also need to be used when calculating battle ranges and some AI stuff

    Ty committed at 11:26

    593
  • Ty

    Tidy up WorldSendSignal script function handler

    Ty committed at 11:24

    592
  • Ty

    Clean up a whole bunch of screens and UI elements

    Ty committed at 11:24

    591
  • Ty

    Add InitialInventory component and spawn entities when story starts ...

    Not the most elegant bit of code (should probably go in an initializer), but it works

    Ty committed at 11:23

    590
  • Ty

    Tidy up bordered box requests

    Ty committed at 11:21

    589
  • Ty

    Add injectAllServices to end of game service registrations ...

    This stops injected services being `Null` when screens are not added in a specific order

    Ty committed at 11:20

    588
  • Ty

    Add missing leave to base ShiningOnlineScreen

    Ty committed at 11:19

    587
  • Ty

    Add YesNoEvent for passing yes/no question answers

    Ty committed at 11:18

    586
2020-08-16
  • Ty

    Add IconTextUiElementBuilder

    Ty committed at 15:38

    585
2020-06-14
  • Ty

    Move town player initialization code to dedicated initializer system

    Ty committed at 11:31

    584
2020-06-13
  • Ty

    Add support for multiple attack cursor sizes

    Ty committed at 16:51

    583
2020-06-09
  • Ty

    Clean up OfflineBattleScreen and add full battle loop (minus actual actions)

    Ty committed at 18:43

    582
  • Ty

    Update BattleHelperService to calculate attack ranges using character and equipment data

    Ty committed at 18:42

    581
  • Ty

    Add min and max attack range fields to character and equipment components

    Ty committed at 18:41

    580
  • Ty

    Added range calculation to AttackRange ...

    Can pass in a min/max range and it will generate an attack diamond

    Ty committed at 18:41

    579
2020-06-04
  • Ty

    Update OfflineGameplayScreen to use custom camera bounds if set

    Ty committed at 19:36

    578
  • Ty

    Add camera boundary to GameLevelResource

    Ty committed at 19:35

    577
2020-06-01
  • Ty

    Update enemy turn to show enemy stats and movement profile

    Ty committed at 19:03

    576
2020-05-31
  • Ty

    Updated Camera to not skip co-ordinates when target changes and jumpTo is false

    Ty committed at 16:15

    575
  • Ty

    Fixed annoying camera skip when existing cursor control mode ...

    Still need to fix the camera jumping when a new target is set

    Ty committed at 16:12

    574
  • Ty

    Add additional error checks in EntityFunctions function set

    Ty committed at 15:58

    573
  • Ty

    Fix bug in movement range where squares with a land effect broke the grid ...

    Range values were not rounding correctly, so squares with a movement cost other than `1` were giving incorrect values. Meant some squares gave infinite range and others could not be walked on even if valid

    Ty committed at 15:58

    572
  • Ty

    Ty committed at 15:49

    571
  • Ty

    Add additional sprite handlers to RenderBodyComponent and clean whitespace

    Ty committed at 15:49

    570
  • Ty

    Add missing TargeterComponent

    Ty committed at 15:48

    569
  • Ty

    Add EnemyStatsInitializerSystem ...

    Sets enemy HP/MP to max whenever they are spawned. This is split off from player character initialization as we may want the option to have HP/MP carry into future battles

    Ty committed at 15:47

    568
  • Ty

    Add enemy turn handling placeholder to offline battle screen

    Ty committed at 15:46

    567
  • Ty

    Update OfflineTownScreen to use new event helper

    Ty committed at 15:46

    566
  • Ty

    Extract level entry events to a single helper in OfflineGameplayScreen

    Ty committed at 15:46

    565
  • Ty

    Fix rounding bug in BorderedBoxRequest that was causing gaps to appear

    Ty committed at 15:45

    564
  • Ty

    Add createActionQueue helper to base ShiningOnlineScreen

    Ty committed at 15:43

    563
  • Ty

    Add base type for state handlers that are attached to ShiningOnline screens

    Ty committed at 15:42

    562
  • Ty

    Add battle state handler for enemy turns

    Ty committed at 15:42

    561
2020-05-24
  • Ty

    Add quitGame method to base gameplay screen

    Ty committed at 11:53

    560
2020-05-09
  • Ty

    Player can now select other targets in battle

    Ty committed at 14:57

    559
2020-05-05
  • Ty

    Move battle entity targeting to a state handler instead of a system

    Ty committed at 19:32

    558
  • Ty

    Add service injection support to background actions

    Ty committed at 19:30

    557
  • Ty

    Add "WaitAction" background action ...

    Waits for X milliseconds before exiting. Use in `ActionQueue`'s to delay execution of tasks

    Ty committed at 19:29

    556
  • Ty

    Add additional entity helper functions for turning sprites

    Ty committed at 19:28

    555
  • Ty

    Add new action imports to OfflineBattleScreen

    Ty committed at 19:27

    554
  • Ty

    Add entity actions for moving, turning and showing entities

    Ty committed at 19:26

    553
2020-04-30
  • Ty

    Add initial target select to battle mode ...

    If selecting "attack" and an enemy is in range, targeter will move to the first enemy in range

    Ty committed at 19:28

    552
  • Ty

    Remove a bunch of duplicated/unused code

    Ty committed at 19:26

    551