Zed A. Shaw
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097879440d
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Changed facts in DinkyECS to be a shared_ptr so that it is a singular data store instead of copied around. Closes #85.
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16 hours ago |
Zed A. Shaw
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b839fb6463
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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.
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17 hours ago |
Zed A. Shaw
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ae1a48deed
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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.
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1 day ago |
Zed A. Shaw
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25a143cf22
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Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
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1 day 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 day ago |
Zed A. Shaw
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a86912705c
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Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable.
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4 days ago |
Zed A. Shaw
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ad0069e899
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Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
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5 days ago |
Zed A. Shaw
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42575ef1f5
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Updated the lootable body asset.
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5 days ago |
Zed A. Shaw
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f19c1dbb20
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Now you can heal yourself.
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1 week ago |
Zed A. Shaw
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e03a63f9fb
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A little bit of refactoring while thinking about the loot next.
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1 week ago |
Zed A. Shaw
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48e28ee636
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New dead_body_lootable sprite for dead things you can loot.
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1 week ago |
Zed A. Shaw
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b9209beddd
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Better error when you have duplicate map icons.
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1 week ago |
Zed A. Shaw
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8594568ff4
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Slight clean up.
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1 week ago |
Zed A. Shaw
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521180b086
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Refactor out the junk randomizer and put it in rituals where it belongs.
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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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1 week 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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2 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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2 weeks ago |
Zed A. Shaw
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0d889cd0ff
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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.
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2 weeks ago |
Zed A. Shaw
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b9656013b0
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Now have dead bodies working but need art for it.
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2 weeks ago |
Zed A. Shaw
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fc4eacadb0
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There's now a Collision component that determines collision if its set. Closes #72.
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2 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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2 weeks ago |
Zed A. Shaw
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077f0e84ea
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Don't add wiggle to the things in the player's square since that moves them into the player eyes.
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2 weeks ago |
Zed A. Shaw
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a4a4389281
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Move amt's examples into scratchpad for later review.
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2 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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2 weeks ago |
Zed A. Shaw
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694ee210d6
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2 weeks ago |
Zed A. Shaw
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1788b8fb28
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Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.
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2 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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2 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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3 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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3 weeks ago |
Zed A. Shaw
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569d04725a
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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.
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3 weeks ago |
Zed A. Shaw
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e51fb8627c
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Switching to Linux to find a memory bug and I want to keep a record of what caused it.
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3 weeks ago |
Zed A. Shaw
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be3eef7082
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Make money.
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3 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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3 weeks ago |
Zed A. Shaw
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fd53f92fe6
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Prep for fixing the spatialmap to allow for entities without collision to still be in the space.
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3 weeks ago |
Zed A. Shaw
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d93bc1615c
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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4 weeks ago |
Zed A. Shaw
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86ddfc460f
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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.
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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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4 weeks ago |
Zed A. Shaw
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b311713064
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Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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4 weeks 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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4 weeks 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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4 weeks 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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4 weeks ago |
Zed A. Shaw
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2802a44ba4
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Clean up System::render_map.
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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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3b81959aa9
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Map now displays way better. The paper is gone for now.
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1 month ago |
Zed A. Shaw
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973495b687
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Map now has a color theme rather than random colors.
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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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0272ba8540
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Trying a bit of color changes.
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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 |