Zed A. Shaw
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7ffa6025ce
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And finally fix some of the API names to make more sense in their current location.
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5 days ago |
Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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5 days ago |
Zed A. Shaw
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c46927ea10
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Now all of the old LevelManager code is gone. Next phase is to rename the Game:: to something better then test the shit out of it.
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5 days ago |
Zed A. Shaw
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a83ee77eea
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levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
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6 days ago |
Zed A. Shaw
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5aca2fb56a
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Tests are now clean so next step is to officially nuke the level manager.
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6 days ago |
Zed A. Shaw
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564f9842a2
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All of the UIs should be cleared out, and that just leaves the tests.
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6 days ago |
Zed A. Shaw
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d5ff57e025
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Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
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6 days ago |
Zed A. Shaw
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644ff6edc0
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Bad test that wasn't running.
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7 days ago |
Zed A. Shaw
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20fa95bd93
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Simple test to make sure world events actually loop. Closes #84.
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1 week ago |
Zed A. Shaw
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05d54ff661
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Now also combat works no matter what's on the ground. Closes #81.
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2 weeks ago |
Zed A. Shaw
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f84b63f0e6
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The problem with picking up items under a dead body is fixed but now need to fix combat.
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3 weeks ago |
Zed A. Shaw
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97fe02d99d
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Add a new dead_body sprite for things that are dead but you can't loot them.
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3 weeks ago |
Zed A. Shaw
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9bf6926dc3
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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.
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3 weeks ago |
Zed A. Shaw
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9c02fb846b
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Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78.
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3 weeks ago |
Zed A. Shaw
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23ead1f0ca
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SpatialMap now has a full test suite and that helped find some bugs.
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3 weeks ago |
Zed A. Shaw
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f26189c696
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SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision.
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4 weeks ago |
Zed A. Shaw
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b193bab148
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Add in the tests from finding the bug in spatial map.
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4 weeks ago |
Zed A. Shaw
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d6326c9e41
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Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea.
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4 weeks ago |
Zed A. Shaw
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ff7111b006
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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.
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1 month ago |
Zed A. Shaw
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6f91533950
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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.
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1 month ago |
Zed A. Shaw
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2997dc363b
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FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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1 month ago |
Zed A. Shaw
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d264760405
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Fog of War works but it's in the wrong place and needs to be based on light.
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1 month ago |
Zed A. Shaw
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aa72cfe4a4
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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.
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1 month ago |
Zed A. Shaw
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379060b8c7
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Can now set a color to another already existing color.
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1 month ago |
Zed A. Shaw
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f4fa50a413
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Colors are now being loaded from assets/palette.json
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1 month ago |
Zed A. Shaw
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48a7f72411
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Now have a simple color palette system.
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1 month ago |
Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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1 month ago |
Zed A. Shaw
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dca38397e7
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Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying.
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1 month ago |
Zed A. Shaw
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0d1eacdc5c
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Now entities are drawn after the map so that there's no holes.
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1 month ago |
Zed A. Shaw
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72ecca8c82
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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.
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1 month ago |
Zed A. Shaw
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a3f82139e9
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One step closer to map rendering from tile sprites.
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1 month ago |
Zed A. Shaw
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d9219a8c64
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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.
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1 month ago |
Zed A. Shaw
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3b06105813
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Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
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1 month ago |
Zed A. Shaw
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5db3d1a306
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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.
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2 months ago |
Zed A. Shaw
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5e01eb29a9
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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.
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2 months ago |
Zed A. Shaw
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b2a6262964
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Now have background color for the sprites used in the maps.
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2 months ago |
Zed A. Shaw
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b16ca3fd65
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I now have hacked in basic color for the wall tiles but not enemies and items.
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2 months ago |
Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2 months ago |
Zed A. Shaw
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2c011079a8
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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.
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2 months ago |
Zed A. Shaw
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87e69bebde
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There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54.
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2 months ago |
Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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2 months ago |
Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2 months ago |
Zed A. Shaw
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6437bd3b54
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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2 months ago |
Zed A. Shaw
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7602fb0b31
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Not using Weapon anymore.
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2 months ago |
Zed A. Shaw
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19682fd0bc
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Add the frame width/height to SpriteTexture. Closes #13
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2 months ago |
Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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2 months ago |
Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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2 months ago |
Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2 months ago |
Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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2 months ago |
Zed A. Shaw
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5aa54d875f
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Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop.
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3 months ago |