Commit Graph

571 Commits (master)
 

Author SHA1 Message Date
Zed A. Shaw 9bf6926dc3 A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck. 20 hours ago
Zed A. Shaw 077f0e84ea Don't add wiggle to the things in the player's square since that moves them into the player eyes. 22 hours ago
Zed A. Shaw a4a4389281 Move amt's examples into scratchpad for later review. 22 hours ago
Zed A. Shaw 9c02fb846b Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78. 2 days ago
Zed A. Shaw 694ee210d6 Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77. 2 days ago
Zed A. Shaw 1788b8fb28 Now items drop where you aim, and won't let you drop on a floor. But maybe one more change. 2 days ago
Zed A. Shaw 23ead1f0ca SpatialMap now has a full test suite and that helped find some bugs. 3 days ago
Zed A. Shaw f26189c696 SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision. 4 days ago
Zed A. Shaw b193bab148 Add in the tests from finding the bug in spatial map. 5 days ago
Zed A. Shaw 569d04725a This is the cause of the bug where going to the next level caused things to disappear. What happened is that on next level this code was adding the player but _not_ adding them to collision. Then when the player moved the spatialmap would remove them, see they're technically 'no collision' and then add them back in without collision. 5 days ago
Zed A. Shaw e51fb8627c Switching to Linux to find a memory bug and I want to keep a record of what caused it. 5 days ago
Zed A. Shaw be3eef7082 Make money. 5 days ago
Zed A. Shaw d6326c9e41 Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea. 7 days ago
Zed A. Shaw fd53f92fe6 Prep for fixing the spatialmap to allow for entities without collision to still be in the space. 7 days ago
Zed A. Shaw d93bc1615c Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs. 2 weeks ago
Zed A. Shaw 86ddfc460f Update to the new lel-guecs with Icons and the ability to set a Sprite to stretch or not. Now Icons for loot pickup work perfectly, but need to be centered. 2 weeks ago
Zed A. Shaw ff7111b006 Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2 weeks ago
Zed A. Shaw b311713064 Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually. 2 weeks ago
Zed A. Shaw 6f91533950 Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map. 2 weeks ago
Zed A. Shaw 2997dc363b FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though. 2 weeks ago
Zed A. Shaw d264760405 Fog of War works but it's in the wrong place and needs to be based on light. 2 weeks ago
Zed A. Shaw 2802a44ba4 Clean up System::render_map. 2 weeks ago
Zed A. Shaw aa72cfe4a4 Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction. 2 weeks ago
Zed A. Shaw 3b81959aa9 Map now displays way better. The paper is gone for now. 3 weeks ago
Zed A. Shaw 973495b687 Map now has a color theme rather than random colors. 3 weeks ago
Zed A. Shaw 379060b8c7 Can now set a color to another already existing color. 3 weeks ago
Zed A. Shaw f4fa50a413 Colors are now being loaded from assets/palette.json 3 weeks ago
Zed A. Shaw 48a7f72411 Now have a simple color palette system. 3 weeks ago
Zed A. Shaw 0272ba8540 Trying a bit of color changes. 3 weeks ago
Zed A. Shaw 75646619b3 Map now displays and works, just need to refine the colors and the compass directions. 3 weeks ago
Zed A. Shaw dca38397e7 Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying. 3 weeks ago
Zed A. Shaw 0d1eacdc5c Now entities are drawn after the map so that there's no holes. 3 weeks ago
Zed A. Shaw 72ecca8c82 I can now draw a map and then render it with the sprites pretty easily. Problem currently is the entities replace their floor tiles so need to fix that. 3 weeks ago
Zed A. Shaw a3f82139e9 One step closer to map rendering from tile sprites. 3 weeks ago
Zed A. Shaw dd541ae59d Ripped out the string based map and created a Matrix map drawing function. 3 weeks ago
Zed A. Shaw d9219a8c64 This cleans up how I'm rendering the map but there's no way I can render a large map like this. It'd be way too big. 3 weeks ago
Zed A. Shaw 3b06105813 Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works. 3 weeks ago
Zed A. Shaw 5db3d1a306 Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it. 4 weeks ago
Zed A. Shaw 5e01eb29a9 There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. 4 weeks ago
Zed A. Shaw b2a6262964 Now have background color for the sprites used in the maps. 4 weeks ago
Zed A. Shaw b16ca3fd65 I now have hacked in basic color for the wall tiles but not enemies and items. 4 weeks ago
Zed A. Shaw b2d0b0ee4c Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning. 4 weeks ago
Zed A. Shaw 2c011079a8 I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game. 4 weeks ago
Zed A. Shaw cfefffe1cc I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are. 4 weeks ago
Zed A. Shaw 40611d4d54 Crop the map sprite so it's not bigger than necessary. 4 weeks ago
Zed A. Shaw 04b3cf3f16 Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell. 4 weeks ago
Zed A. Shaw d6e2b64140 icongen now makes a sprite sheet for the map which should be easier to work with. 4 weeks ago
Zed A. Shaw dbc2000434 Started a map icon gen tool that will load the fonts and create tile sprites for everything I use. 4 weeks ago
Zed A. Shaw 056b0b307b Implemented a little screenshot tool. 4 weeks ago
Zed A. Shaw f64b202ee7 Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 4 weeks ago