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A small Dungeon Crawler game with a round based fighting system written in Kotlin using LibGDX.

License: MIT License

Kotlin 100.00%
dungeon-crawler-game kotlin libgdx libktx

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quilly-crawler's Issues

UI Lists are not scrollable and Single-Target Commands for player entities cannot be cast on self

refer to image below:

  • abilities should be scrollable and always within the tables content area. This fix also needs to be applied to the InventoryView
  • Heal is selected which can only be cast on enemies. The AI is correctly casting it on allies since it is a Defensive/Supportive Command but the CombatUI doesn't support that. We should check if it is a Defensive/Supportive ability and then allow the selection of a player entity. If it is only one then the selection is not needed and it can be cast immediatly

image

Outline Shader textureSize function does not work on some machines

vec2 pixelSize = 1.0 / textureSize(u_texture, 0).xy;
Exception in thread "main" com.badlogic.gdx.utils.GdxRuntimeException: Could not compile shader 'commonsOutlineShader': Fragment shader:
0(16) : error C7532: global function textureSize requires "#version 130" or later
0(16) : error C7011: implicit cast from "ivec2" to "vec2"

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureSize.xhtml

Workaround would be sending the texture size as uniform but we need to be careful as this is requiring a flush and therefore it should be ideally only happen once per frame / texture binding.

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