Commit Graph

101 Commits (d5ff57e02581ab94df4c56e2325b773adcd789b5)

Author SHA1 Message Date
Zed A. Shaw d5ff57e025 Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api. 6 days ago
Zed A. Shaw 9bf6926dc3 A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck. 3 weeks ago
Zed A. Shaw 9c02fb846b Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78. 3 weeks ago
Zed A. Shaw e51fb8627c Switching to Linux to find a memory bug and I want to keep a record of what caused it. 4 weeks ago
Zed A. Shaw ff7111b006 Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 1 month ago
Zed A. Shaw 1baf90a776 Easy fix, just set aiming_at in the camera position. Closes #57. 2 months ago
Zed A. Shaw 8bbafc4d10 Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50. 2 months ago
Zed A. Shaw 0d79ce35b3 Every sprite's dimensions are now taken from their config rather than a global. Closes #42. 2 months ago
Zed A. Shaw a418b48e94 Don't re-run the whole next level thing on every spawned item. Closes #48 2 months ago
Zed A. Shaw cad51f4908 Use RGBA for the uint32_t color pixels. Closes #49. 2 months ago
Zed A. Shaw ab1a415b55 Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. 2 months ago
Zed A. Shaw 931d9493d2 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. 3 months ago
Zed A. Shaw e015652f4c Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor. 3 months ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 3 months ago
Zed A. Shaw ea9f6bf383 Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. 3 months ago
Zed A. Shaw 96a585220b Raycaster now leaves colors that are above a threshold to have a 'glow' effect. 3 months ago
Zed A. Shaw e361984c40 Fixed a long standing bug I didn't realize where I did -1 on the map in the raycaster which made the textures not actually work. 3 months ago
Zed A. Shaw 90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. 3 months ago
Zed A. Shaw c97648ab3a Remove useless log messages and bring back the tests. 3 months ago
Zed A. Shaw a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. 3 months ago
Zed A. Shaw abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 4 months ago
Zed A. Shaw 4c03fe1ed3 Make the raycaster 'highlight' things you point at. 4 months ago
Zed A. Shaw 787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. 4 months ago
Zed A. Shaw 1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. 4 months ago
Zed A. Shaw 5ffa3b0d1e Everyone is on fire temporarily. 4 months ago
Zed A. Shaw 19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. 4 months ago
Zed A. Shaw 766b20f3f8 Rayview now uses the shader manager. 4 months ago
Zed A. Shaw 35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. 4 months ago
Zed A. Shaw a5b8e411e3 I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables. 4 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. 5 months ago
Zed A. Shaw 6c9016eb0f After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it. 5 months ago
Zed A. Shaw 0a40135f5d Throw in the distance to mess with it later. 5 months ago
Zed A. Shaw a6d83db20c Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. 5 months ago
Zed A. Shaw 8b414c13e6 Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 6 months ago
Zed A. Shaw 033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. 6 months ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 6 months ago
Zed A. Shaw 54fbf22b6d 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. 6 months ago
Zed A. Shaw 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 6 months ago
Zed A. Shaw 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 6 months ago
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 6 months ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 6 months ago
Zed A. Shaw 80a0f2ba75 Basic simple animations where the enemies just move forward. 6 months ago
Zed A. Shaw b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 6 months ago
Zed A. Shaw 0260e3d345 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. 6 months ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 6 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. 6 months ago
Zed A. Shaw 49a71e257e GUI for combat now works better and I can create sprites for things if I want. 6 months ago
Zed A. Shaw deb235dbc5 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. 6 months ago
Zed A. Shaw 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 6 months ago
Zed A. Shaw 90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 7 months ago