--- Log opened Sun Sep 15 00:00:53 2013 |
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01:10 | < [R]> | Anyone have a guide to what the common tiles are in roguelikes? |
01:10 | < [R]> | Like < and > are stairs, + is a door? |
01:10 | < [R]> | Mostly I want something like an "upgrade bay" (making my own) and shop. |
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01:34 | <&ToxicFrog> | [R]: shops are generally multitile. |
01:35 | <&McMartin> | In Nethack, a shop is an ordinary[*] room full of goods and with a shopkeeper(@) in . |
01:35 | <&ToxicFrog> | In all the games I've played where they aren't, they're a door, window, or NPC embedded in a wall that opens a shop menu when poked |
01:45 | | * Alek points at Omega |
01:45 | | * McMartin pokes at his Sprite structs, which are a couple levels above Spritesheet. |
01:45 | <@Alek> | a roguelike that functioned that way. |
01:46 | <&McMartin> | Things that are kind of ugly; references into the spritesheet have an x and y, but w and h live one level up. |
01:46 | <&McMartin> | I think this makes sense because it's a constant, like the hotspot and the hitbox. |
02:26 | <&McMartin> | ...ew |
02:27 | <&McMartin> | I have mncl_play_music and mncl_play_music_resource, which have identical signatures but different semantics. |
02:27 | <&McMartin> | I should probably rename the former |
02:27 | <&McMartin> | Not sure what to, though. |
02:27 | <&McMartin> | (The former takes a path into the virtual filesystem, and the latter takes an identifier out of the resource map) |
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02:35 | <&McMartin> | Oho! I can refactor it so that there's "take a resource name" and then there's "take a MNCL_RAW * object" |
02:35 | <&McMartin> | That's better. |
02:39 | <&McMartin> | I've been setting my focus incorrectly, I think. |
02:40 | <&McMartin> | I should start working on getting a working pure-C library, and then do the "trivial FFI" stuff on top of that. Good FFI doesn't need what a lot of that work did. |
02:40 | < Vorntastic> | Ffi? |
02:40 | <&McMartin> | Foreign Function Interface. |
02:41 | <&McMartin> | One of Monocle's goals is "you should be able to bind to it even if all you have are the ability to make calls and speak integers." |
02:41 | <&McMartin> | Er |
02:41 | <&McMartin> | Integers and const char * strings. |
02:42 | <&McMartin> | Integers includes int_ptr_t but not any structs that you *have* to crack open. |
02:42 | <&McMartin> | However, most FFI systems have pretty effective struct-cracking. |
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02:48 | < Vorntastic> | Ah yes. |
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03:37 | <&McMartin> | Hrm, nope, that doesn't really work out under the hood. |
03:39 | | * McMartin shifts to just a rename of play_music to play_music_file. |
03:48 | < Vorntastic> | Many languages nowadays are doubles based. Lua, js. |
03:51 | <&McMartin> | Lua has a separate unit that it uses for intptr_t. |
03:52 | <&McMartin> | I forget the name of it, something like Hard Cookie or something. |
03:52 | <&McMartin> | With Lua, you'd call mncl_sprite_resource("earth") and it then hands you something you can mass to mncl_draw_sprite(sprite,x,y,frame). |
03:54 | <&McMartin> | That something probably shouldn't be a double. |
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04:26 | <&McMartin> | All right. |
04:27 | <&McMartin> | I don't have any kind of remotely acceptable way to initialize it yet, but MNCL_SPRITE and mncl_draw_sprite behave as advertised. |
04:35 | <@Azash> | Have they been advertised? |
04:35 | <&McMartin> | No; I just added them to the header and they are still undocumented. |
04:35 | <&McMartin> | I'm not sure how much of this API I should really be exposing, in the end. |
04:36 | <&McMartin> | The ultimate plan is for you to construct these by loading in a JSON file that defines your resources, and then the load routine resolves all this. |
04:36 | <&McMartin> | Then you can say "give me an opaque pointer" that you pass to stuff like mncl_draw_sprite. |
04:38 | <@Azash> | I'm honoured to be part of your plan |
04:39 | <&McMartin> | Generic you, chucklehead, though if you want to mess with a medium-level graphics and sound API I'm all for input and messing-around~ |
04:40 | <@Azash> | Is it in a repo? |
04:42 | <&McMartin> | The exact stuff I'm talking about now, not yet, because I haven't pushed |
04:42 | <&McMartin> | But! |
04:42 | <&McMartin> | https://github.com/michaelcmartin/monocle |
04:47 | <&McMartin> | Hr. |
04:47 | <&McMartin> | Hrm, even |
04:47 | <&McMartin> | I can get what I have pushable soon. |
04:49 | <&McMartin> | Done |
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05:42 | <@Tarinaky> | Fixed length strings: http://www.youtube.com/watch?v=qnZ5EGPyr1o |
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09:30 | < jeroud> | McMartin: If you can make it work on OSX without sdlmain I'd love to do Python bindings. |
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10:30 | < Alexey198> | hi |
10:32 | < jeroud> | o/ |
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11:21 | <&McMartin> | jeroud: That's put pretty far down the roadmap. -_- |
11:21 | <&McMartin> | Basically, without building a custom Mac-only version of SDL1 this doesn't work |
11:21 | <&McMartin> | But it happens automatically once I convert parts of it to SDL2 |
11:22 | <&McMartin> | But that's not on the agenda until I get the exposed parts working. |
11:22 | <&McMartin> | ... and until SDL2 gets decent representation in my devsystem repos. |
11:29 | <&McMartin> | But since I plan to rewrite the renderer to use SDL2 eventually, and since SDL2 doesn't have this requirement, I'm counting that as wasted effort for now. |
11:29 | <&McMartin> | Mac will be restricted to C/C++/Gambit for the meantime. |
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21:57 | < [R]> | # wc -lc sprintf.min.js |
21:57 | < [R]> | 0 2307 sprintf.min.js |
21:57 | < [R]> | <3 wc's line counter |
22:03 | <&jerith> | It just counts newlines. |
22:10 | < [R]> | Apparently |
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23:38 | < simon_> | what's it called when a language doesn't allow you to refer to variables/functions defined *below* the place they're being used? |
23:54 | <@celticminstrel> | I know what you mean, but not sure of a name for it... |
23:55 | < simon_> | most languages take this property for granted, but I've been in Haskell-land for so long I feel a need to address it. |
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23:59 | <&ToxicFrog> | simon_: lexical scope without forward declaration? |
--- Log closed Mon Sep 16 00:00:08 2013 |