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rough prototype code only - save by value #413
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add Camera2D test drawing units in word coordinates wip simplify unit sprite test demo - AnimationManager could be simpler but trying to keep diff small enable pixel snapping - removes world seams render roads in tilemap add logic for drawing rails on tilemap - missing separate layer working rails layer simple abstraction for loading atlas sources add resources and clear cells when empty track net lines changed working rivers separate notion of layer and atlas in MapView add mountains get rid of incorrect y offsets (tiles are already centered) offset is necessary for oversized tiles... add volcanos single terrain overlay add full left skirt to terrain layer detect edges of map in world space fix bad bounds for forest tiles and use full resource tileset wip tile set loader so specific assets can be overwritten in the future add marsh to tilemap terrain overlay layer camera can center on tiles buildings on tilemap remove ported code load goodyhut pcx pixel perfect transforms dedupe code enable Y sort for each tilemap layer kinda working animations wip wip working sprite animations render best defender on top of unit stack significantly faster animation loop when only doing visible tiles draw cursor remove ported code
test drawing units in word coordinates wip simplify unit sprite test demo - AnimationManager could be simpler but trying to keep diff small enable pixel snapping - removes world seams render roads in tilemap add logic for drawing rails on tilemap - missing separate layer working rails layer simple abstraction for loading atlas sources add resources and clear cells when empty track net lines changed working rivers separate notion of layer and atlas in MapView add mountains get rid of incorrect y offsets (tiles are already centered) offset is necessary for oversized tiles... add volcanos single terrain overlay add full left skirt to terrain layer detect edges of map in world space fix bad bounds for forest tiles and use full resource tileset wip tile set loader so specific assets can be overwritten in the future add marsh to tilemap terrain overlay layer camera can center on tiles buildings on tilemap remove ported code load goodyhut pcx pixel perfect transforms dedupe code enable Y sort for each tilemap layer kinda working animations wip wip working sprite animations render best defender on top of unit stack significantly faster animation loop when only doing visible tiles draw cursor remove ported code wip render cities city labels text renders but at wrong offsets correct city label offsets only redraw city label scene when necessary redraw city scene if production name changes re-implement insure location is in view using player camera remove GD.Print statements emit city built message from engine interaction
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test drawing units in word coordinates wip simplify unit sprite test demo - AnimationManager could be simpler but trying to keep diff small enable pixel snapping - removes world seams render roads in tilemap add logic for drawing rails on tilemap - missing separate layer working rails layer simple abstraction for loading atlas sources add resources and clear cells when empty track net lines changed working rivers separate notion of layer and atlas in MapView add mountains get rid of incorrect y offsets (tiles are already centered) offset is necessary for oversized tiles... add volcanos single terrain overlay add full left skirt to terrain layer detect edges of map in world space fix bad bounds for forest tiles and use full resource tileset wip tile set loader so specific assets can be overwritten in the future add marsh to tilemap terrain overlay layer camera can center on tiles buildings on tilemap remove ported code load goodyhut pcx pixel perfect transforms dedupe code enable Y sort for each tilemap layer kinda working animations wip wip working sprite animations render best defender on top of unit stack significantly faster animation loop when only doing visible tiles draw cursor remove ported code wip render cities city labels text renders but at wrong offsets correct city label offsets only redraw city label scene when necessary redraw city scene if production name changes re-implement insure location is in view using player camera test saving everything with primitive values compiles wip refactor wip city loading works clean up and comment save conversions import to SaveGame instead of GameData test loading some actual save files fix build dev save remove test save wip fix save being broken clean up load players, civilizations, and units only load leaders from .sav hardcode army flc to load ancient times army graphic load cities import hit points remaining correctly import unit movement import unit fortification properly schema script add grid lines to debug terrain layer check in grid.png prevent crash on loading non-wrapped maps, but terrain is flawed working terrain skirts working terrain tilemap for horizontally wrapping and non-wrapping maps most conquest biq files load
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This branch got auto-closed when I deleted the already-merged use-tilemaps-render-cities branch. Not sure why it didn't just change the base to the use-tilemaps branch? At any rate, since it says it's experimental and for reference only, I'll leave it closed - it also helps reduce the confusion around which PRs relate to which other ones. |
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edit: I'm using this code as reference for current PRs, but this branch shouldn't be branched off of or used directly
this is a proof of concept based on #377 for save game format
how to try this out
command + sto saveI've done some previous experiments with save game structure previously attempting to serialise GameData directly and use c# references, but this seems like the most promising way to serialise saves.