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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4 weeks ago |
Zed A. Shaw
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9c37960283
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Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly.
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4 weeks ago |
Zed A. Shaw
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2de4b43914
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Remove this formula comment. #NOTE
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4 weeks ago |
Zed A. Shaw
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51972b0c35
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Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
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4 weeks ago |
Zed A. Shaw
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0cbe20af35
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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.
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4 weeks ago |
Zed A. Shaw
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a4c13f7fc9
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Maps are back and have color now. TileCell needs a rework.
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4 weeks ago |
Zed A. Shaw
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27bb08d62c
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Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data.
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4 weeks ago |
Zed A. Shaw
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b6831b75a3
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This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format.
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4 weeks 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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4 weeks 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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4 weeks ago |
Zed A. Shaw
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96efc990c1
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Brought in nuke's idea for json serialize now to use it.
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4 weeks ago |
Zed A. Shaw
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d798d154ae
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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.
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1 month ago |
Zed A. Shaw
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55b67dcf5d
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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.
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1 month ago |
Zed A. Shaw
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3986e6978e
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Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
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1 month ago |
Zed A. Shaw
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a19bc47904
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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.
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1 month ago |
Zed A. Shaw
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25ad9b51f8
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Really crappy minimap now displays.
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1 month ago |
Zed A. Shaw
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e85b5d998b
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System now controls the motion better since it's not GUIs job.
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1 month ago |
Zed A. Shaw
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1973a7a1df
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GUI MOVE state is now cleaner and the camera is more consistent.
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1 month ago |
Zed A. Shaw
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b0437d352b
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Cleaned up a lot but now trying to refactor some more but making a mistake.
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1 month ago |
Zed A. Shaw
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4b18b21861
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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.
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1 month ago |
Zed A. Shaw
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14128ab10f
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Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
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1 month ago |
Zed A. Shaw
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d5301acab5
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Sprite is no more, now using the position from the level's world.
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1 month ago |
Zed A. Shaw
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d0badedbd9
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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.
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1 month ago |
Zed A. Shaw
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d6c09e111d
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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.
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1 month ago |
Zed A. Shaw
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75ffb49a53
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Clean up header includes.
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1 month ago |
Zed A. Shaw
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1d3a76e5ee
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Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
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1 month ago |
Zed A. Shaw
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7228bdf210
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Trying out an FSM for controlling the main loop.
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1 month ago |
Zed A. Shaw
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740e30cb2b
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Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it?
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1 month ago |
Zed A. Shaw
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48ac6603a8
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Implement a little junk camera on its own that we can use later for movement and views.
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1 month ago |
Zed A. Shaw
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976822ceb6
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Mostly working junk camera that can do turnbased lerp smooth motion.
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1 month ago |
Zed A. Shaw
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cbf0955786
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Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
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1 month 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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1 month ago |
Zed A. Shaw
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9e3e347e4a
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Fix a typo.
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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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8d3d3b4ec3
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A quick warning in case people are funding the thing.
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1 month ago |
Zed A. Shaw
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071808a0f8
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Playing around with shaders for effects on the scene.
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1 month ago |
Zed A. Shaw
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3519c73079
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Remove some more junk from the texture thing.
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1 month ago |
Zed A. Shaw
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d0d3c8bc04
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Make the animator more official.
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1 month ago |
Zed A. Shaw
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b87217ff90
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Have a barely working animation thing that animates the evil eye when you click a button.
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1 month ago |
Zed A. Shaw
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51c1e04f61
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Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
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1 month ago |
Zed A. Shaw
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6ed57cd4a8
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Closer to what I want for sprite loading but still needs more work.
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1 month ago |
Zed A. Shaw
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51858ea399
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Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
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1 month ago |
Zed A. Shaw
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0882851b3f
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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1 month ago |
Zed A. Shaw
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5e6f95513c
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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1 month ago |
Zed A. Shaw
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d397c02d38
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You can now stab stuff with a sword.
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2 months ago |
Zed A. Shaw
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ad38f575a3
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Now the sprites are rendered in the 3d scene with just SFML sprites.
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2 months ago |
Zed A. Shaw
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da7075864b
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Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
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2 months ago |
Zed A. Shaw
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024d5b30e1
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Some quick hacks that do the seamless texture splits.
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2 months ago |
Zed A. Shaw
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15a2a69ac1
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Made a seamless wood wall and tried it but back to brick.
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2 months ago |