Zed A. Shaw
|
d264760405
|
Fog of War works but it's in the wrong place and needs to be based on light.
|
16 hours 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.
|
2 days 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.
|
5 days ago |
Zed A. Shaw
|
0d1eacdc5c
|
Now entities are drawn after the map so that there's no holes.
|
1 week ago |
Zed A. Shaw
|
dd541ae59d
|
Ripped out the string based map and created a Matrix map drawing function.
|
1 week 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 weeks ago |
Zed A. Shaw
|
f64b202ee7
|
Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
|
2 weeks 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 weeks ago |
Zed A. Shaw
|
784f753e72
|
Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
|
3 weeks 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.
|
3 weeks ago |
Zed A. Shaw
|
fb064ffbf1
|
Loot boxes now have ritual items and you can click on them, or the enemy just dies.
|
4 weeks 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.
|
4 weeks 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.
|
1 month 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.
|
1 month ago |
Zed A. Shaw
|
2aa4f0a2e8
|
Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
|
1 month ago |
Zed A. Shaw
|
f208ca946e
|
Made the components module work like textures and sound so that there's just one constant map of components.
|
2 months ago |
Zed A. Shaw
|
1a9e068d02
|
Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
|
3 months ago |
Zed A. Shaw
|
ad1d08ca96
|
There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
|
3 months ago |
Zed A. Shaw
|
bf8a2dc0c5
|
Simple quick way to do different attacks that play different shaders.
|
3 months ago |
Zed A. Shaw
|
787be78a69
|
Now I can attach arbitrary shaders to sprites based on things that happen in the world.
|
3 months ago |
Zed A. Shaw
|
e6a8a8b338
|
Fixed the map so that it shows directional arrows instead of a compass.
|
3 months ago |
Zed A. Shaw
|
c7c48658bd
|
Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
|
4 months ago |
Zed A. Shaw
|
2e79cf8781
|
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.
|
4 months ago |
Zed A. Shaw
|
d3158291f7
|
Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
|
4 months ago |
Zed A. Shaw
|
db5a371766
|
Moving some stuff around before writing a test to confirm the EntityAI.
|
4 months ago |
Zed A. Shaw
|
f3e157a0f7
|
Enemy AI is now prototyped and can find the player and attack them.
|
4 months ago |
Zed A. Shaw
|
ad71631809
|
Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System.
|
4 months ago |
Zed A. Shaw
|
ee804581a8
|
Autowalker is working way better and now I have a plan for using the AI in the System.
|
4 months ago |
Zed A. Shaw
|
0878a9e978
|
Refactored inventory some so that the UI is not so knowing of the internals.
|
5 months ago |
Zed A. Shaw
|
3b9525cca4
|
Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
|
5 months ago |
Zed A. Shaw
|
f8dd5d816f
|
Basic combat system prototype works, but needs more GUI love to really work in the game.
|
5 months ago |
Zed A. Shaw
|
d798d154ae
|
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.
|
5 months ago |
Zed A. Shaw
|
e85b5d998b
|
System now controls the motion better since it's not GUIs job.
|
5 months ago |
Zed A. Shaw
|
2daa1c9bd5
|
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
|
6 months ago |