Commit Graph

15 Commits (0cbe20af35adae0b1fd5a4ebf418bdc057bd5776)

Author SHA1 Message Date
Zed A. Shaw 0cbe20af35 Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. 4 weeks ago
Zed A. Shaw d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 1 month ago
Zed A. Shaw 55b67dcf5d Fix a bug where enemies will path into the player's space because collision isn't done at the right time. I think this may need another fix in the future when we get to the combat. 1 month ago
Zed A. Shaw 3986e6978e Sprites now have a distance lighting calculation that's the same as the raycaster using a shader. 1 month ago
Zed A. Shaw a19bc47904 FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0. 1 month ago
Zed A. Shaw 25ad9b51f8 Really crappy minimap now displays. 1 month ago
Zed A. Shaw e85b5d998b System now controls the motion better since it's not GUIs job. 1 month ago
Zed A. Shaw 1973a7a1df GUI MOVE state is now cleaner and the camera is more consistent. 1 month ago
Zed A. Shaw b0437d352b Cleaned up a lot but now trying to refactor some more but making a mistake. 1 month ago
Zed A. Shaw 4b18b21861 Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. 1 month ago
Zed A. Shaw 14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. 1 month ago
Zed A. Shaw d0badedbd9 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. 1 month ago
Zed A. Shaw d6c09e111d Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems. 1 month ago
Zed A. Shaw 75ffb49a53 Clean up header includes. 1 month ago
Zed A. Shaw 1d3a76e5ee Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. 1 month ago