Commit Graph

110 Commits (4bf9a9177fb846dcc4d59cfde38fd493e2b200e4)

Author SHA1 Message Date
Zed A. Shaw 4bf9a9177f Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does. 3 days ago
Zed A. Shaw fc8e65f4d6 Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls. 3 days ago
Zed A. Shaw 586343a614 Enemies will now fight back if they're cornered. Was actually way easier than I thought. 4 days ago
Zed A. Shaw 7ffa6025ce And finally fix some of the API names to make more sense in their current location. 5 days ago
Zed A. Shaw a20d701096 Rename to GameDB and GameDB::Level. 5 days ago
Zed A. Shaw a83ee77eea 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. 6 days ago
Zed A. Shaw 564f9842a2 All of the UIs should be cleared out, and that just leaves the tests. 6 days ago
Zed A. Shaw d5ff57e025 Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api. 6 days ago
Zed A. Shaw 81e25f73bb Next phase of the refactor is done. Now to replace everything in Systems. 7 days 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 week 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 week 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. 2 weeks ago
Zed A. Shaw f19c1dbb20 Now you can heal yourself. 2 weeks ago
Zed A. Shaw 8594568ff4 Slight clean up. 2 weeks ago
Zed A. Shaw 521180b086 Refactor out the junk randomizer and put it in rituals where it belongs. 2 weeks ago
Zed A. Shaw f84b63f0e6 The problem with picking up items under a dead body is fixed but now need to fix combat. 3 weeks ago
Zed A. Shaw b9656013b0 Now have dead bodies working but need art for it. 3 weeks ago
Zed A. Shaw fc4eacadb0 There's now a Collision component that determines collision if its set. Closes #72. 3 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. 3 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. 3 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. 4 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. 4 weeks ago
Zed A. Shaw fd53f92fe6 Prep for fixing the spatialmap to allow for entities without collision to still be in the space. 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. 1 month 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. 1 month ago
Zed A. Shaw d264760405 Fog of War works but it's in the wrong place and needs to be based on light. 1 month 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 dca38397e7 Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying. 1 month ago
Zed A. Shaw 0d1eacdc5c Now entities are drawn after the map so that there's no holes. 1 month ago
Zed A. Shaw a3f82139e9 One step closer to map rendering from tile sprites. 1 month ago
Zed A. Shaw dd541ae59d Ripped out the string based map and created a Matrix map drawing function. 1 month ago
Zed A. Shaw 2c011079a8 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. 2 months ago
Zed A. Shaw f64b202ee7 Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 2 months ago
Zed A. Shaw a26f0b0c0a Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. 2 months ago
Zed A. Shaw 970905fcd5 Make the player's inventory just a regular entity attached to the player.entity. 2 months ago
Zed A. Shaw 784f753e72 Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities. 2 months ago
Zed A. Shaw 02c42eb042 System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing. Closes #46. 2 months ago
Zed A. Shaw 57d69015c2 Renamed to random_walk since that's what it called. Closes #26. 2 months ago
Zed A. Shaw 769530b45c Now standardized on GameConfig everywhere I can. Closes #28. 2 months ago
Zed A. Shaw ea92dcc3c4 Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 2 months ago
Zed A. Shaw 6ff1919587 Cleaned up the move operation more so that I can use it in the other places that I need it. 2 months ago
Zed A. Shaw f559b5a39d Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG. 2 months ago
Zed A. Shaw fb064ffbf1 Loot boxes now have ritual items and you can click on them, or the enemy just dies. 2 months ago
Zed A. Shaw e0588847fa Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe. 2 months ago
Zed A. Shaw 812407c3df Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. 2 months ago
Zed A. Shaw a0eff927b6 Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2 months ago
Zed A. Shaw 119b3ed11d Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now. 2 months ago
Zed A. Shaw 7fc32b0248 Trying out Ragel's state machine generation as an alternative to the DinkyFSM style. 2 months ago
Zed A. Shaw af933c827a Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground. 2 months ago