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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5 days 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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5 days 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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7 days 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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7 days 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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1 month 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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1 month ago |
Zed A. Shaw
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6576164fad
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Give a healing potion too for testing.
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1 month ago |
Zed A. Shaw
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6a0725e401
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Simply re-init the overlay on new level. Closes #14.
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1 month ago |
Zed A. Shaw
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769530b45c
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Now standardized on GameConfig everywhere I can. Closes #28.
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1 month ago |
Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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1 month ago |
Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2 months ago |
Zed A. Shaw
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f208ca946e
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Made the components module work like textures and sound so that there's just one constant map of components.
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2 months ago |
Zed A. Shaw
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ab391aaa97
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Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
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2 months ago |
Zed A. Shaw
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d2a5dfa713
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Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
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2 months ago |
Zed A. Shaw
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931d9493d2
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The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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2 months ago |
Zed A. Shaw
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e015652f4c
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Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
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2 months ago |
Zed A. Shaw
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8453e7c3b9
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Map is back.
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2 months ago |
Zed A. Shaw
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af2947c50a
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Simple styling of the rooms done.
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2 months ago |
Zed A. Shaw
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3a745d492a
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Refactored out the tilemap since it was mostly doing nothing useful.
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2 months ago |
Zed A. Shaw
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c0d668fb0b
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Played around with a circular map real quick.
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2 months ago |
Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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2 months ago |
Zed A. Shaw
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4eaf3c35d6
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Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
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2 months ago |
Zed A. Shaw
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5f1a453fb4
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Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
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3 months ago |
Zed A. Shaw
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20f03731e5
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Cleaned up the maze placement so that I can have mazes without rooms and with other features.
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3 months ago |
Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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3 months ago |
Zed A. Shaw
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ac252bf09d
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Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
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3 months ago |
Zed A. Shaw
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a0b785cb2a
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Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
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3 months ago |
Zed A. Shaw
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0f8e61797f
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Now using a hunt-and-kill maze algorithm.
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3 months ago |
Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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3 months ago |
Zed A. Shaw
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bc557652ba
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The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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3 months ago |
Zed A. Shaw
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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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3 months ago |
Zed A. Shaw
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4f090159ab
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Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
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4 months ago |
Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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5 months ago |
Zed A. Shaw
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a6d83db20c
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Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
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5 months ago |
Zed A. Shaw
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54fbf22b6d
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We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
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5 months ago |
Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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5 months ago |
Zed A. Shaw
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be4d0d51de
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Two main GUI elements are placed for the left side status and the bottom combat UIs.
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6 months ago |
Zed A. Shaw
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421cca308b
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Fixed player showing up as an enemy and did better map centering.
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6 months ago |
Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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6 months ago |
Zed A. Shaw
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6bca6d021e
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Sprite is now a component we can place on anything to render it.
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6 months ago |
Zed A. Shaw
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a69be90464
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Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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6 months ago |
Zed A. Shaw
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9e91c71125
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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6 months ago |
Zed A. Shaw
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a67d25ee10
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Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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6 months ago |
Zed A. Shaw
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56d67aba28
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First hack to get a random gen map going.
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6 months ago |
Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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6 months ago |