Zed A. Shaw
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b66a3154c7
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Basic tile map implemented.
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13 hours ago |
Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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16 hours ago |
Zed A. Shaw
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5a6494acf5
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Fixing a stupid bug where it would crash because a fact wasn't in the world.
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2 days ago |
Zed A. Shaw
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93f53d1714
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Tests are failing but catch2 is too stupid to actually tell me where so here you go. Now if you hit L it'll turn the lights up to max and if you hit P it will show the pathing.
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2 days ago |
Zed A. Shaw
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d916d1c383
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A very jank circle algorithm that overdraws many of the lines but mostly works.
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2 days ago |
Zed A. Shaw
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d4b6c35120
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Working line iterator, and mostly working flood iterator that should be good enough for world gen.
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3 days ago |
Zed A. Shaw
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1295e9631d
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A slightly working flood iterator and a working compass iterator.
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4 days ago |
Zed A. Shaw
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043c0d91df
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Now using the box iterator everywhere I can before writing a flood iterator.
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5 days ago |
Zed A. Shaw
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547be19e68
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Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator.
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6 days ago |
Zed A. Shaw
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70cd963e5c
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Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
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6 days ago |
Zed A. Shaw
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8e470df554
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A bit of late night work designing the little iterators.
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7 days ago |
Zed A. Shaw
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da0b941dfd
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A first exploration of doing a matrix iterator.
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1 week ago |
Zed A. Shaw
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ee1e2e5bc5
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Started working on a random flood function for paths to do things like fill rooms with stuff.
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1 week ago |
Zed A. Shaw
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e863bfa2fe
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Can now copy character codes.
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1 week ago |
Zed A. Shaw
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ffc787df64
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Designer is working great now, and this fixes a bunch of things about the mouse.
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1 week ago |
Zed A. Shaw
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f05f652c26
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Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates.
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1 week ago |
Zed A. Shaw
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cb2e766305
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Merge in changes from OSX.
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1 week ago |
Zed A. Shaw
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a9e25668fb
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Rought font extractor that probably has a memory error causing it to behave mysteriously, and the designer now uses a json file of the characters that will work.
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1 week ago |
Zed A. Shaw
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9ab064126f
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Before freetype2 use to iterate through the font's glyphs diretly.
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2 weeks ago |
Zed A. Shaw
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3de70f71f3
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Fix for OSX build.
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2 weeks ago |
Zed A. Shaw
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c483649e20
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Can actually use it to find glyphs now.
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2 weeks ago |
Zed A. Shaw
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0edd948101
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A barely working tool to find font characters and pick their color.
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2 weeks ago |
Zed A. Shaw
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6b3ce5eb3d
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Fixed a bunch of random little bugs everywhere.
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2 weeks ago |
Zed A. Shaw
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f946d46936
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Fix up the gitignor and bring in the ragel manual for safe keeping.
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2 weeks ago |
Zed A. Shaw
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2f8c9bd1a9
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Change the color namespace to ColorValue. Need to come up with the organizational theme for the code.
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2 weeks ago |
Zed A. Shaw
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56b26e1c4a
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Matrix now just does the dumping but I need to make this more formal I think.
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2 weeks ago |
Zed A. Shaw
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eb0ca38e30
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Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
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2 weeks ago |
Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2 weeks ago |
Zed A. Shaw
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ae43dad499
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Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits.
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2 weeks ago |
Zed A. Shaw
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2d5490131d
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Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish
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3 weeks ago |
Zed A. Shaw
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0b4392dbcc
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Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want.
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3 weeks ago |
Zed A. Shaw
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381b82ee4e
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Small fix to build on non-windows platforms.
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3 weeks ago |
Zed A. Shaw
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c7607533ce
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A bit of a quick test for the GUI system, but not sure how to make this do more.
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3 weeks ago |
Zed A. Shaw
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48df9248b2
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Testing is almost complete, but now I'm in the area where it's a lot of interaction and probably need mocks or a way to inject keys to the gui.
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3 weeks ago |
Zed A. Shaw
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2576b16869
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Test coverage back and save system should work again but have to confirm it in-game.
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3 weeks ago |
Zed A. Shaw
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6b4ebf7629
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More complete readme but need a screenshot.
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3 weeks ago |
Zed A. Shaw
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bdfd61c8e7
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GUI had old code when I was toying with doing lighting with a png.
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3 weeks ago |
Zed A. Shaw
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c11384df59
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Forgot the little matrix wrapper.
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3 weeks ago |
Zed A. Shaw
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aadf15e439
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Created an initial README.
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3 weeks ago |
Zed A. Shaw
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68d8bdce12
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Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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3 weeks ago |
Zed A. Shaw
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3f7a9cc124
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Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient.
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3 weeks ago |
Zed A. Shaw
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e05335b153
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Initial stab at pulling the pathing out.
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3 weeks ago |
Zed A. Shaw
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d515c33afc
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Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely.
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3 weeks ago |
Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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3 weeks ago |
Zed A. Shaw
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e86d474c7c
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Now have more test for the base functionality but need to push render tests and find a way to test the GUI. I've also brought in sol2 for lua integration but not sure what to do with it.
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3 weeks ago |
Zed A. Shaw
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d0d62836e3
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Now have good coverage on map but need to actually confirm results in the test.
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3 weeks ago |
Zed A. Shaw
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97255eb813
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First coverage reports. Tests don't get near enough coverage but running the program does.
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3 weeks ago |
Zed A. Shaw
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988edf13d7
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Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast.
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3 weeks ago |
Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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3 weeks ago |
Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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3 weeks ago |