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TODAY'S GOAL:
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* Pathing::compute_paths can take a starting level to implement lower directions, or possibly setting a value lower?
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* Fix " room should always be found"
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* Pathing::set_target isn't using value, but that implements the above.
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https://www.roguebasin.com/index.php/Dijkstra_Maps_Visualized
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* Fix BUG markers as much as possible.
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* Make room generation have "texture" or state like mossy, flooded, etc.
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TODO:
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* Lua integration
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* When fighting two enemies with lots of attacks it crashes because one dies and isn't there. Test by making enemies immortal.
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* LightRender can just use the Dijkstra map paths to calculate light strenght from the point rather than doing the box thing.
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* $paths.$paths is annoying.
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* Format of pre/post in dbc isn't consistent with the rest of the lib but I also maybe don't need the function version?
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* I can do headless windows in renderer for testing.
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- renderer.$window.setVisible(false);
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* Think up an enemy system.
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* Write a method for renderer that can translate coordinates.
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* Can std::any be defaulted to a noop in the events?
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* Save file isn't saving gold.
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* Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold.
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* Create a few more enemy types to fight.
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* Devise a more complete map/world generator that can use the loot and enemies better.
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* Maybe an LOS system, but the hearing version works pretty well so far.
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* Probably a system for mapping collision types to sound effects, rather than having the GUI do it.
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* Write a test that generates a ton of maps then confirms there's a path from one room to every other room?
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* check out SoLoud.
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* BUG: When enemies die they can be overlapping another enemy.
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