Zed A. Shaw
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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2 weeks ago |
Zed A. Shaw
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d4355a608d
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Now have an autowalker class that allows me to drive the game from an external source.
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2 weeks 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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2 weeks ago |
Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2 weeks ago |
Zed A. Shaw
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83df9ff03b
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Super awesome twitchy animation for axe guy.
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2 weeks ago |
Zed A. Shaw
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947ccbe180
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A simple config loader test.
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2 weeks ago |
Zed A. Shaw
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d0a6a92bc8
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More testing improvements.
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2 weeks ago |
Zed A. Shaw
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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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2 weeks ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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2 weeks ago |
Zed A. Shaw
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a7a60ad35c
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Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb.
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2 weeks ago |
Zed A. Shaw
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70a9420c11
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Started the overlay UI but need to make it possible to add/remove components to it.
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3 weeks ago |
Zed A. Shaw
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722d55d948
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Refactored the GUECS system to have its own namespace then got Meter to work.
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3 weeks ago |
Zed A. Shaw
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46de98e6f4
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I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
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3 weeks ago |
Zed A. Shaw
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deb235dbc5
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This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage.
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3 weeks ago |
Zed A. Shaw
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2a4ada81bb
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Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version.
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4 weeks ago |
Zed A. Shaw
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bfd2718cc9
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Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
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3 weeks ago |
Zed A. Shaw
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9b3b81683a
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Separate out the major UIs to get ready for their development, and enable debug button.
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4 weeks ago |
Zed A. Shaw
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6da830595c
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Clean up the GUI some by moving the map_view out into its own file.
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4 weeks 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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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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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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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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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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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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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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d0d3c8bc04
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Make the animator more official.
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1 month ago |
Zed A. Shaw
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c98aa936ad
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The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
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2 months ago |
Zed A. Shaw
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308fe4bed2
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Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
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2 months ago |
Zed A. Shaw
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eef13bd325
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Tried a few more things but nothing much worked. The weirdest was the lto options that failed to do even basic linking.
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2 months ago |
Zed A. Shaw
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ea3dd204a1
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Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options.
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2 months ago |
Zed A. Shaw
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e5b4fed4ee
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Bring in a first start to a Tracy enabled build but I have to learn more about how to run it.
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2 months ago |
Zed A. Shaw
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cf9682ed70
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Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
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2 months ago |
Zed A. Shaw
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7fb2d5cf26
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Updated Amit's code to run in sfml 3.0
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2 months ago |
Zed A. Shaw
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105c974f1c
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This converts it to SFML 3.0 but the build only runs on Windows at the moment.
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2 months ago |
Zed A. Shaw
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4d31a4daf2
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Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472
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2 months ago |
Zed A. Shaw
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c91e8fc543
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Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up.
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2 months ago |
Zed A. Shaw
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adfb6367d7
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Finished the first pass of moving everything around and cleaning up as much as possible.
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2 months ago |
Zed A. Shaw
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5e63272f24
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Brought in some of amit's code to study and try out. amt/ has it.
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2 months ago |
Zed A. Shaw
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e379bcd5ec
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Next step in the refactoring with everything in a different file and running. The bug from the previous commit was due to the pixel buffer making the Raycaster object too large for the stack. If you get __chkstk_ms then you used too much stack.
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2 months ago |
Zed A. Shaw
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d230b152cf
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BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic?
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2 months ago |
Zed A. Shaw
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8eae4b9420
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Reworked the files before the big cleanup of the code.
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2 months ago |
Zed A. Shaw
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b18b27e23c
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Goodbye fenster, you were fun but I need something more stable and easier to live with.
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2 months ago |
Zed A. Shaw
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80ac4cefba
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Initial setup for the fenster based raycaster.
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2 months ago |
Zed A. Shaw
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d5047c00e2
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Did a version of the raycaster that uses a pixel buffer sent to a texture that goes to a sprite that goes on a frog that's on a log on the bottom of the ocean under a tortoise that's carrying a sack that has the...
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2 months ago |
Zed A. Shaw
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f98c9ddb91
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Make timcaster work so people can walk around inside their computer's ram until it crashes.
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2 months ago |
Zed A. Shaw
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ca80736d7c
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First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences.
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2 months ago |