Commit Graph

591 Commits (097879440d100f9da38d3d003eeb2b3ac9443378)
 

Author SHA1 Message Date
Zed A. Shaw 097879440d Changed facts in DinkyECS to be a shared_ptr so that it is a singular data store instead of copied around. Closes #85. 16 hours ago
Zed A. Shaw b839fb6463 The problem was keeping a reference in a class/object means that it will not get updated copies when levelmanager makes a new level. Honestly that whole constelation of bullshit needs to die. Closes #62. 17 hours ago
Zed A. Shaw ae1a48deed Now I have a better error that's more exact, but I think next level of this is to just show a generic texture for missing ones. Closes #80. 1 day ago
Zed A. Shaw 25a143cf22 Turns out I don't need to remove so much when I simply don't want to display something. Closes #82. 1 day ago
Zed A. Shaw 20fa95bd93 Simple test to make sure world events actually loop. Closes #84. 1 day ago
Zed A. Shaw a86912705c Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable. 4 days ago
Zed A. Shaw ad0069e899 Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor. 5 days ago
Zed A. Shaw 42575ef1f5 Updated the lootable body asset. 5 days ago
Zed A. Shaw f19c1dbb20 Now you can heal yourself. 1 week ago
Zed A. Shaw e03a63f9fb A little bit of refactoring while thinking about the loot next. 1 week ago
Zed A. Shaw 48e28ee636 New dead_body_lootable sprite for dead things you can loot. 1 week ago
Zed A. Shaw b9209beddd Better error when you have duplicate map icons. 1 week ago
Zed A. Shaw 8594568ff4 Slight clean up. 1 week ago
Zed A. Shaw 521180b086 Refactor out the junk randomizer and put it in rituals where it belongs. 1 week ago
Zed A. Shaw 05d54ff661 Now also combat works no matter what's on the ground. Closes #81. 1 week ago
Zed A. Shaw f84b63f0e6 The problem with picking up items under a dead body is fixed but now need to fix combat. 2 weeks ago
Zed A. Shaw 97fe02d99d Add a new dead_body sprite for things that are dead but you can't loot them. 2 weeks ago
Zed A. Shaw 0d889cd0ff Quick start to making it possible to use healing items, or any item really. Going with a style that it has to be on your toolbar to use it, and the toolbelt looks in your inventory to see ifyou have healing items. 2 weeks ago
Zed A. Shaw b9656013b0 Now have dead bodies working but need art for it. 2 weeks ago
Zed A. Shaw fc4eacadb0 There's now a Collision component that determines collision if its set. Closes #72. 2 weeks ago
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. 2 weeks 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. 2 weeks ago
Zed A. Shaw a4a4389281 Move amt's examples into scratchpad for later review. 2 weeks 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 weeks 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 weeks 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 weeks ago
Zed A. Shaw 23ead1f0ca SpatialMap now has a full test suite and that helped find some bugs. 2 weeks 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. 3 weeks ago
Zed A. Shaw b193bab148 Add in the tests from finding the bug in spatial map. 3 weeks 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. 3 weeks ago
Zed A. Shaw e51fb8627c Switching to Linux to find a memory bug and I want to keep a record of what caused it. 3 weeks ago
Zed A. Shaw be3eef7082 Make money. 3 weeks ago
Zed A. Shaw d6326c9e41 Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea. 3 weeks ago
Zed A. Shaw fd53f92fe6 Prep for fixing the spatialmap to allow for entities without collision to still be in the space. 3 weeks 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. 4 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. 4 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. 4 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. 4 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. 4 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. 4 weeks ago
Zed A. Shaw d264760405 Fog of War works but it's in the wrong place and needs to be based on light. 4 weeks ago
Zed A. Shaw 2802a44ba4 Clean up System::render_map. 1 month 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. 1 month ago
Zed A. Shaw 3b81959aa9 Map now displays way better. The paper is gone for now. 1 month ago
Zed A. Shaw 973495b687 Map now has a color theme rather than random colors. 1 month ago
Zed A. Shaw 379060b8c7 Can now set a color to another already existing color. 1 month ago
Zed A. Shaw f4fa50a413 Colors are now being loaded from assets/palette.json 1 month ago
Zed A. Shaw 48a7f72411 Now have a simple color palette system. 1 month ago
Zed A. Shaw 0272ba8540 Trying a bit of color changes. 1 month ago
Zed A. Shaw 75646619b3 Map now displays and works, just need to refine the colors and the compass directions. 1 month ago