Zed A. Shaw
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a34e2cd475
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GOAP is structured but not working yet.
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5 hours ago |
Zed A. Shaw
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a34becdaeb
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A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing.
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18 hours ago |
Zed A. Shaw
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6e363ba78d
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Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right.
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1 week ago |
Zed A. Shaw
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5179709e3c
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Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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2 weeks ago |
Zed A. Shaw
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389690e5c3
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Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
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2 weeks ago |
Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2 weeks ago |
Zed A. Shaw
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947ccbe180
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A simple config loader test.
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2 weeks ago |
Zed A. Shaw
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b8bb49df2c
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A basic components test that just loads all the config files and their components into a world.
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2 weeks ago |
Zed A. Shaw
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d0a6a92bc8
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More testing improvements.
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2 weeks ago |
Zed A. Shaw
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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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2 weeks ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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2 weeks ago |
Zed A. Shaw
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722d55d948
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Refactored the GUECS system to have its own namespace then got Meter to work.
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3 weeks ago |
Zed A. Shaw
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49a71e257e
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GUI for combat now works better and I can create sprites for things if I want.
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3 weeks ago |
Zed A. Shaw
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46de98e6f4
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I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
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3 weeks ago |
Zed A. Shaw
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3ec2bf4784
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Can now do UI rendering based on the name and also have gaps in the grid reliably.
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3 weeks ago |
Zed A. Shaw
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79c84ce885
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New design on LEL that's way more sane and allows for more flexible columns and rows.
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3 weeks ago |
Zed A. Shaw
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6b9c67beec
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Add some debug boxes around the fonts to figure out why they aren't vertically centered.
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3 weeks ago |
Zed A. Shaw
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e106ad4be7
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Can click on buttons and make them change color.
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3 weeks ago |
Zed A. Shaw
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7f9e200abe
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LEL can now do hit detection on squares.
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3 weeks ago |
Zed A. Shaw
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c03a384372
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You can now prefix a size with % and it will do percentage for the size, even over 100.
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3 weeks ago |
Zed A. Shaw
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60ed686eb0
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Already better than CSS because I can center stuff.
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3 weeks ago |
Zed A. Shaw
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1620a5420f
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Use a lel:: namespace.
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3 weeks ago |
Zed A. Shaw
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cebf61a794
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LEL is able to position right/left/top/bottom and expand out too.
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3 weeks ago |
Zed A. Shaw
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872cedc8e1
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LEL is working at a basic grid level, able to render boxes where I want.
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3 weeks ago |
Zed A. Shaw
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846b7aaf16
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Initial cut of the lel parser mostly working but none of the basic alignment properties work.
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3 weeks ago |
Zed A. Shaw
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02a385e707
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Make the DinkyECS test fully isolated.
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3 weeks ago |
Zed A. Shaw
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bfd2718cc9
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Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
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3 weeks ago |
Zed A. Shaw
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a69be90464
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Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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4 weeks ago |
Zed A. Shaw
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9e91c71125
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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4 weeks ago |
Zed A. Shaw
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96efc990c1
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Brought in nuke's idea for json serialize now to use it.
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4 weeks ago |
Zed A. Shaw
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d0badedbd9
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More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems.
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1 month ago |
Zed A. Shaw
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7228bdf210
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Trying out an FSM for controlling the main loop.
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1 month ago |
Zed A. Shaw
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cbf0955786
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Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
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1 month ago |
Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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1 month ago |
Zed A. Shaw
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831e15ca18
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Brought in Amit's latest code and converted it to use either dumb lighting or his new torch lighting, then threw in the FPS counter from last night.
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2 months ago |
Zed A. Shaw
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5e63272f24
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Brought in some of amit's code to study and try out. amt/ has it.
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2 months ago |
Zed A. Shaw
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6b181382bd
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First build that actually works. SDL_main errors before but didn't figure out the cause.
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2 months ago |