Commit Graph

429 Commits (master)
 

Author SHA1 Message Date
Zed A. Shaw 3dc70c3af6 This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 17 hours ago
Zed A. Shaw 74a1801069 More scripts for converting and pixelating images for the game. 17 hours ago
Zed A. Shaw cdd58ee21a Another nice scritp from fred. 17 hours ago
Zed A. Shaw 31df3fe7a3 Better light ceiling and floor tiles. 1 day ago
Zed A. Shaw dd463d7d6e Did a bunch of pixelation tests and I think this is the best setup so far. 3 days ago
Zed A. Shaw 931d9493d2 The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 4 days ago
Zed A. Shaw e015652f4c Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor. 4 days ago
Zed A. Shaw 8453e7c3b9 Map is back. 4 days ago
Zed A. Shaw af2947c50a Simple styling of the rooms done. 5 days ago
Zed A. Shaw 5cb74151f5 Remove more dead code from texturemgr. 5 days ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 5 days ago
Zed A. Shaw ea9f6bf383 Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. 5 days ago
Zed A. Shaw f45dbe8c48 Ready to refactor the tilemap so I can stylize different parts of the maps generated. 6 days ago
Zed A. Shaw 96a585220b Raycaster now leaves colors that are above a threshold to have a 'glow' effect. 6 days ago
Zed A. Shaw c0d668fb0b Played around with a circular map real quick. 6 days ago
Zed A. Shaw 9dcc2036aa Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. 6 days ago
Zed A. Shaw e361984c40 Fixed a long standing bug I didn't realize where I did -1 on the map in the raycaster which made the textures not actually work. 6 days ago
Zed A. Shaw 90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. 1 week ago
Zed A. Shaw 4eaf3c35d6 Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better. 1 week ago
Zed A. Shaw 5f1a453fb4 Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 1 week ago
Zed A. Shaw 20f03731e5 Cleaned up the maze placement so that I can have mazes without rooms and with other features. 1 week ago
Zed A. Shaw 37715f05a5 Cleaned up maze and ready to use. 1 week ago
Zed A. Shaw 33cd490ed3 Playing with maze gen again. 1 week ago
Zed A. Shaw c97648ab3a Remove useless log messages and bring back the tests. 2 weeks ago
Zed A. Shaw ac252bf09d Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy. 2 weeks ago
Zed A. Shaw a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. 2 weeks ago
Zed A. Shaw 0f8e61797f Now using a hunt-and-kill maze algorithm. 2 weeks ago
Zed A. Shaw 7a0b2f988d Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around. 2 weeks ago
Zed A. Shaw 6cbfcf993e Meson build was using the wrong sfml_main on windows. 2 weeks ago
Zed A. Shaw 0eb245d113 Working on a better character view. 2 weeks ago
Zed A. Shaw d6e64dd06b The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate. 2 weeks ago
Zed A. Shaw a2246d2b71 Move the map_view and mini_map into gui as well. 2 weeks ago
Zed A. Shaw bed5ce22d2 Move gui_fsm to fsm but this causes some problems. 2 weeks ago
Zed A. Shaw cc44c9d37a Move the guecstra stuff into the gui. 2 weeks ago
Zed A. Shaw dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. 2 weeks ago
Zed A. Shaw 8545b8cf1d Simple Loot UI started. 2 weeks ago
Zed A. Shaw 8a3046e141 The colors and other theme elements can be configured in assets/config.json 2 weeks ago
Zed A. Shaw 74a8599977 Fully converted to using the lel-guecs library externally now. 2 weeks ago
Zed A. Shaw 7c90eb6da1 GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there. 4 weeks ago
Zed A. Shaw abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 4 weeks ago
Zed A. Shaw 1780a758b3 Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs. 4 weeks ago
Zed A. Shaw 20176cf54a GUECS refactor part 1. 4 weeks ago
Zed A. Shaw 4e7f837240 Cleanup of GUECS and the textures manager. 4 weeks ago
Zed A. Shaw 438bd8ab8a Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over. 4 weeks ago
Zed A. Shaw 82ce3cb6be Autowalker now knows how to craft its first weapon and open the map. 4 weeks ago
Zed A. Shaw 70d27b9a95 GUECS now has a click_on function so you can programatically click on buttons for testing. 4 weeks ago
Zed A. Shaw 78ba83e916 Move the map opened detect out to the class. 4 weeks ago
Zed A. Shaw c4ed26184b Autowalker now opens the map at first to test that it works. 4 weeks ago
Zed A. Shaw edf10c976a Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 4 weeks ago
Zed A. Shaw bac552c3d7 Ritual ui now does the combination correctly. 4 weeks ago