3f9a0a855e
Renamed most of classes in client/battle directory to match current code
...
style
2022-12-09 13:26:17 +02:00
2c05f588fd
Moved CBattleRenderer into a separate file
2022-12-06 13:41:29 +02:00
1b4c5be4de
Implemented proper rendering order generation for battlefield objects
2022-12-02 17:49:38 +02:00
90a25cb28d
Fix tower shooter rendering
2022-12-02 02:13:02 +02:00
92ca0d9877
cleared up rendering of tower shooters
2022-11-30 22:05:25 +02:00
86616a5a3b
Fix visibility of stack amount box on start of combat
2022-11-28 22:47:28 +02:00
9e11b8f38a
Fixes for creature rendering order
2022-11-28 22:35:38 +02:00
6f6d350228
Formatting cleanup
2022-11-28 16:43:38 +02:00
7c4e04c1ec
Refactoring/cleanup of classes in CBattleAnimations.cpp
2022-11-28 16:02:46 +02:00
9f21569a79
Next batch of siege fixes
2022-11-27 22:50:18 +02:00
15b588b164
Fix stack reactivation leading to broken spellcasting
2022-11-27 15:10:27 +02:00
e76cd1b6a7
Bugfixing: fix crashes on battle start & most noticeable glitches
2022-11-27 02:26:02 +02:00
0cae259f53
Most of rendering in BattleInt is done via canvas
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- refactoring of CBattleStacksController.cpp
- moved EAlignment enum to Geometries.h from CIntObject
- renamed EAlignment to ETextAlignment, to avoid conflict with good/evil
alignemt
- ETextAlignment is now enum class
2022-11-26 23:12:20 +02:00
4f91b062db
Refactoring of projectile controller
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- projectiles now separated based on type
- each type has its own rendering method
- refactoring of CShootingAnimation
2022-11-25 16:32:23 +02:00
6b3beb05e5
BattleInt split is finished, start of refactoring:
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- Refactoring of siege controller code
- Replaced some usages of C struct SDL_Surface with proper c++ class
IImage
- Refactoring of rendering of battlefield objects (WIP)
2022-11-25 00:26:14 +02:00
cb6fe1eedf
Moved battle effects into a new class
2022-11-24 16:30:04 +02:00
b01737daf2
Moved stacks & animations handling into a separate class
2022-11-20 19:11:34 +02:00