Commit Graph

602 Commits (fc8e65f4d6bd6c88104416b9ccb30f2b5781181b)
 

Author SHA1 Message Date
Zed A. Shaw fc8e65f4d6 Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls. 3 days ago
Zed A. Shaw 586343a614 Enemies will now fight back if they're cornered. Was actually way easier than I thought. 4 days ago
Zed A. Shaw 7ffa6025ce And finally fix some of the API names to make more sense in their current location. 5 days ago
Zed A. Shaw a20d701096 Rename to GameDB and GameDB::Level. 5 days ago
Zed A. Shaw c46927ea10 Now all of the old LevelManager code is gone. Next phase is to rename the Game:: to something better then test the shit out of it. 5 days ago
Zed A. Shaw a83ee77eea levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name. 6 days ago
Zed A. Shaw 5aca2fb56a Tests are now clean so next step is to officially nuke the level manager. 6 days ago
Zed A. Shaw 564f9842a2 All of the UIs should be cleared out, and that just leaves the tests. 6 days ago
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 81e25f73bb Next phase of the refactor is done. Now to replace everything in Systems. 7 days ago
Zed A. Shaw 644ff6edc0 Bad test that wasn't running. 7 days ago
Zed A. Shaw 097879440d Changed facts in DinkyECS to be a shared_ptr so that it is a singular data store instead of copied around. Closes #85. 1 week ago
Zed A. Shaw b839fb6463 The problem was keeping a reference in a class/object means that it will not get updated copies when levelmanager makes a new level. Honestly that whole constelation of bullshit needs to die. Closes #62. 1 week ago
Zed A. Shaw ae1a48deed Now I have a better error that's more exact, but I think next level of this is to just show a generic texture for missing ones. Closes #80. 1 week ago
Zed A. Shaw 25a143cf22 Turns out I don't need to remove so much when I simply don't want to display something. Closes #82. 1 week ago
Zed A. Shaw 20fa95bd93 Simple test to make sure world events actually loop. Closes #84. 1 week ago
Zed A. Shaw a86912705c Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable. 2 weeks ago
Zed A. Shaw ad0069e899 Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor. 2 weeks ago
Zed A. Shaw 42575ef1f5 Updated the lootable body asset. 2 weeks ago
Zed A. Shaw f19c1dbb20 Now you can heal yourself. 2 weeks ago
Zed A. Shaw e03a63f9fb A little bit of refactoring while thinking about the loot next. 2 weeks ago
Zed A. Shaw 48e28ee636 New dead_body_lootable sprite for dead things you can loot. 2 weeks ago
Zed A. Shaw b9209beddd Better error when you have duplicate map icons. 2 weeks ago
Zed A. Shaw 8594568ff4 Slight clean up. 2 weeks ago
Zed A. Shaw 521180b086 Refactor out the junk randomizer and put it in rituals where it belongs. 2 weeks ago
Zed A. Shaw 05d54ff661 Now also combat works no matter what's on the ground. Closes #81. 2 weeks ago
Zed A. Shaw f84b63f0e6 The problem with picking up items under a dead body is fixed but now need to fix combat. 3 weeks ago
Zed A. Shaw 97fe02d99d Add a new dead_body sprite for things that are dead but you can't loot them. 3 weeks ago
Zed A. Shaw 0d889cd0ff Quick start to making it possible to use healing items, or any item really. Going with a style that it has to be on your toolbar to use it, and the toolbelt looks in your inventory to see ifyou have healing items. 3 weeks ago
Zed A. Shaw b9656013b0 Now have dead bodies working but need art for it. 3 weeks ago
Zed A. Shaw fc4eacadb0 There's now a Collision component that determines collision if its set. Closes #72. 3 weeks 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 077f0e84ea Don't add wiggle to the things in the player's square since that moves them into the player eyes. 3 weeks ago
Zed A. Shaw a4a4389281 Move amt's examples into scratchpad for later review. 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 694ee210d6 Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77. 3 weeks ago
Zed A. Shaw 1788b8fb28 Now items drop where you aim, and won't let you drop on a floor. But maybe one more change. 3 weeks ago
Zed A. Shaw 23ead1f0ca SpatialMap now has a full test suite and that helped find some bugs. 3 weeks ago
Zed A. Shaw f26189c696 SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision. 4 weeks ago
Zed A. Shaw b193bab148 Add in the tests from finding the bug in spatial map. 4 weeks ago
Zed A. Shaw 569d04725a This is the cause of the bug where going to the next level caused things to disappear. What happened is that on next level this code was adding the player but _not_ adding them to collision. Then when the player moved the spatialmap would remove them, see they're technically 'no collision' and then add them back in without collision. 4 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 be3eef7082 Make money. 4 weeks ago
Zed A. Shaw d6326c9e41 Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea. 4 weeks ago
Zed A. Shaw fd53f92fe6 Prep for fixing the spatialmap to allow for entities without collision to still be in the space. 4 weeks ago
Zed A. Shaw d93bc1615c Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs. 1 month ago
Zed A. Shaw 86ddfc460f Update to the new lel-guecs with Icons and the ability to set a Sprite to stretch or not. Now Icons for loot pickup work perfectly, but need to be centered. 1 month 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 b311713064 Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually. 1 month ago
Zed A. Shaw 6f91533950 Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map. 1 month ago