darkf

Results 54 comments of darkf

We can just take it from another project of mine, rrr, which I modelled in the same style: https://gitlab.com/darkf/rrr/blob/master/src/logging.ts

I had an experimental branch that saved locally using BSON, but I cannot find it -- I should search for it, and see if it is still salvageable (it serialized...

The `serialize` branch has WIP support for serializing map/object data, but does not yet store them in a writable format (such as BSON; we might also look into MessagePack or...

Current status is in the `saves` branch. It now uses IndexedDB to store savegame data directly, and locally. Map and object (de)serialization is done, but needs further testing. Player/party (de)serialization...

#82 now tracks the save/load UI progress.

Related (sub-)bugs: #87 #88 #106 Other than those (mainly saving all dirty maps), script vars need to be saved.

a71e1189c10e3e7e201b26a72d22d6074d9724aa makes it so that warnings show the script name, if given by the warn call. I'd like the currently executing procedure name as well, but it requires either having...

Cool, but I fear Angular in particular is way too heavy a burden to maintain/drag in as a dependency. I try to keep it as min dep as possible to...

I think that: - `ui/widget.ts` would be great (containing those widgets -- Button, Label, List, WindowFrame, etc.) - `ui/dialogue.ts` for the dialogue+bartering, since it's so large I'd have to see...

You don't need to import it, just make the Widget stuff part of the Ui module. You should be able to do `module Ui { ... }` in `button.ts`.