Commit 80dee2b9

add a mechanism to switch between the bare bone game modes (simulation kind of works, shop is not doing much useful and build is a complete stub)

This adds the concept of “game modes”, which means three separate modes in which OLives can run now. The first, and default, mode is the simulation mode. In this mode you now can

  • Pause/unpause the simulation
  • Select/unselect non-static objects
  • Set a target for a selected object to move to

In the second mode, shop mode, you can

  • Select/unselect static objects
  • Nothing else yet

but you cannot pause/unpause the simulation, as it automatically gets paused when entering a non-simulation mode.
In the third mode the build mode you can do

  • Absolutely nothing

That’s still to come.
The different game modes can be switched by hitting F1, F2 and F3 respectively.

Commit e79e41b8

visually distinguish selected objects

This draws the selected objects slightly brighter than non-selected ones, and brings the last few commits to a conclusion, as we are now able to distinguish between clicks on objects, walls and tiles as well as being able to tell which entity has been clicked on specifically.
In the case of objects this is wired up to the existing “move object towards a given position” code in order to give the user the possibility to actually alter the game world, check out the video to see this what it actually looks like at this point.

Commit f4ea434f

– implement basic setting of movement targets for objects
– impelemet basic tile click handling (sic)
– add stub for wall click handling

This adds handlers for our three types of clicks (object, tile and wall) to the GameState. This furthermore adds the concept of “being selected” to the objects.
Once you click on objects you can now select them (if they are not marked as static) and set a target for them to move towards to.
This finally allows the user to actively alter the state of the world.

Commit dd9c6ec6

encode model IDs and tile coordinates when generating the data structures and decode that information  when clicking on them (WiP, mostly working and walls are missing)

As has been mentioned before, there was no actual distinction between what you were clicking on, but as the commit message states, now there is at least a distinction between models (objects) and tile coordinates.
This is happening in the sparkling new SelectionColourManager which does not represent my best moment when it comes to naming things.