Working on the depth thing. Will finish tomorrow.
Worked on the rendering procedure at school today.
Various Gui fixes
- Mark for deletion method for closing Gui windows to avoid ConcurrentModification exceptions
- New tester for opening a new dialog box.
- New speak method for entity which spawns a dialog box from it. Later, the entity's name and avatar will be attached as well.
- New constants and defaults for DialogBox.java and BoundedGui.java
Start work on mouse listening
- EventListener will handle doing this using Slick2D's MouseListener class.
- BoundedGui removed in favor of just Gui for now.
- Player control moved to the new EventListener. Possible to easily control other entities if desired.
Got the layering thing to work kind of, but it's very glitchy.
I trieed my best to debug, failed. Will likely rewrite this
Found a serious glitch thanks to print debugging. Fixed it. Still buggy but it's better than before.
Working draggable GUI elements
Added a grid to aid debugging. Starting to narrow down the problem. Things aren't being drawn off the deferred List in the right row...
Added a grid to aid debugging. Starting to narrow down the problem. Things aren't being drawn off the deferred List in the right row...
Working on an alternate, more sensible procedure which can be more easily debugged.
Begin work on windows
I have made huge progress in fixing the render process. I am using my alternate procedure I thought up on the bus ride home.
Nested Rectangles for title bars
The procedure mostly works fine, just an off-by-one error that will be addressed later.
I realized the reason I was failing so hard before was that the map file wasn't configured correctly ><
The procedure mostly works fine, just an off-by-one error that will be addressed later.
I realized the reason I was failing so hard before was that the map file wasn't configured correctly ><
It works perfectly now. Just that there is a specific way the boundaries need to be drawn in the editor so that it functions. I'll explain later.
Fixed the map
Basically dumped the entire VoyageShooter scripting engine here, and refactored it so it worked under the context of VoyageQuest.
However, I haven't yet written the VoyageQuest-specific elements, but the native VoyageScript language should work now. I am now going to work on a comprehensive documentation on the scripting engine so that it's clear for both of us how to use it - I myself have forgotten the scripting language...
Made some modifications. I intend to clean up the scripting engine as well as refactor the way Entities work to make this next week of work easier to do.