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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8a6b38c1a4
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Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
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3 weeks ago |
Zed A. Shaw
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d2700d2928
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You now have blood on your screen when below half health.
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4 weeks ago |
Zed A. Shaw
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1c8f542c21
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Nuke taught me the other way to make class enums not suck so I guess no FU?
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4 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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7eec67ffc8
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Got some buttons down now to make them do stuff.
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4 weeks 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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4 weeks ago |
Zed A. Shaw
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1790eec697
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Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
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4 weeks ago |
Zed A. Shaw
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9fe7cac79b
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Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more.
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4 weeks ago |
Zed A. Shaw
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d38e2cb0f2
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All of the assets I need right now are done.
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4 weeks ago |
Zed A. Shaw
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4027b70867
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More assets.
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4 weeks ago |
Zed A. Shaw
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583ad6d9c5
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Create a bunch of textures for sprites in the game.
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4 weeks ago |
Zed A. Shaw
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ebaf4fc0ee
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Fix map, it was moved over but scaled for the whole screen.
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4 weeks ago |
Zed A. Shaw
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21e087ded5
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Basic UI positioning and layout prior to designing the UI and setting a place for the combat system.
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4 weeks ago |
Zed A. Shaw
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90351ce0fe
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The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
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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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e2bd61a1e4
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Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there.
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4 weeks ago |
Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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4 weeks 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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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 |