Zed A. Shaw
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2802a44ba4
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Clean up System::render_map.
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20 hours 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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20 hours 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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2 days 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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2 days 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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2 days 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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2 days ago |
Zed A. Shaw
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48a7f72411
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Now have a simple color palette system.
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3 days ago |
Zed A. Shaw
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0272ba8540
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Trying a bit of color changes.
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4 days 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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4 days 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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4 days 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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7 days 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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7 days 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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7 days ago |
Zed A. Shaw
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dd541ae59d
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Ripped out the string based map and created a Matrix map drawing function.
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7 days 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 week 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 week 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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1 week 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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1 week 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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1 week 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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1 week 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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1 week 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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1 week ago |
Zed A. Shaw
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cfefffe1cc
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I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
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1 week ago |
Zed A. Shaw
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40611d4d54
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Crop the map sprite so it's not bigger than necessary.
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1 week ago |
Zed A. Shaw
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04b3cf3f16
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Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
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2 weeks ago |
Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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2 weeks ago |
Zed A. Shaw
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dbc2000434
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Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.
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2 weeks ago |
Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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2 weeks ago |
Zed A. Shaw
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f64b202ee7
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Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
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2 weeks ago |
Zed A. Shaw
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601f3331ed
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As an experiment, disable copy and move of the StatusUI.
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2 weeks ago |
Zed A. Shaw
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cd89625c96
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Just need one function for the 'hold_item' action.
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2 weeks ago |
Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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2 weeks ago |
Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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2 weeks ago |
Zed A. Shaw
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1baf90a776
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Easy fix, just set aiming_at in the camera position. Closes #57.
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2 weeks ago |
Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2 weeks ago |
Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2 weeks 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 weeks ago |
Zed A. Shaw
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970905fcd5
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Make the player's inventory just a regular entity attached to the player.entity.
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2 weeks ago |
Zed A. Shaw
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2421a33bb0
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Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model.
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2 weeks 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 weeks ago |
Zed A. Shaw
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8c8d6dc9e7
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Clean things up before solving the move problem.
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2 weeks ago |
Zed A. Shaw
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6576164fad
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Give a healing potion too for testing.
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2 weeks ago |
Zed A. Shaw
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b6d1ae2700
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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3 weeks ago |
Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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3 weeks ago |
Zed A. Shaw
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8bbafc4d10
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Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50.
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3 weeks ago |
Zed A. Shaw
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0d79ce35b3
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Every sprite's dimensions are now taken from their config rather than a global. Closes #42.
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3 weeks ago |
Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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3 weeks 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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3 weeks ago |
Zed A. Shaw
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cad51f4908
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Use RGBA for the uint32_t color pixels. Closes #49.
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3 weeks ago |
Zed A. Shaw
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ab1a415b55
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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3 weeks ago |