Zed A. Shaw
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ddf1ba955c
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Now have a working config manager that can exist in the world properly.
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3 weeks ago |
Zed A. Shaw
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f6ddf4b03b
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Make it clear this is testing an ftxui setting.
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3 weeks ago |
Zed A. Shaw
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f223257aad
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Have to tweak when to test that true color is set, and also when to do it for the test.
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3 weeks ago |
Zed A. Shaw
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707e9e3d6e
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Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal.
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3 weeks ago |
Zed A. Shaw
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0ba789697a
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Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
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3 weeks ago |
Zed A. Shaw
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24b1e4a500
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Further cleaning of the renderer.
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3 weeks ago |
Zed A. Shaw
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fd8180bc61
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Refactored the ansi_parser into a class that can be reused between render calls.
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3 weeks ago |
Zed A. Shaw
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e864e14eab
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Rendering with color is working now but still has problems with enabling/resetting the default colors.
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3 weeks ago |
Zed A. Shaw
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a36b187879
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Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
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3 weeks ago |
Zed A. Shaw
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ae484bf425
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ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
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3 weeks ago |
Zed A. Shaw
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6ca4614fcb
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A bit better method of setting foreground vs. background.
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3 weeks ago |
Zed A. Shaw
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2d550978b8
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This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
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3 weeks ago |
Zed A. Shaw
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058ab23fa2
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This also does almost the same thing but using fgoto to switch between ansi and not.
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3 weeks ago |
Zed A. Shaw
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f32b39afe2
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Barely working ansi color codes parser but I _really_ don't like this one. Too much code to just get it to process correctly which means it'll be brittle as hell later.
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3 weeks ago |
Zed A. Shaw
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a44a9a04f9
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Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
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3 weeks ago |
Zed A. Shaw
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3394327981
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Better working but still picks up stray numbers I didn't specify.
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3 weeks ago |
Zed A. Shaw
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74310304bd
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Start of a ragel parser that can do the ansi code parsing for me.
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3 weeks ago |
Zed A. Shaw
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35ef1e786d
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A bit more cleanup before I redesign the renderer.
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3 weeks ago |
Zed A. Shaw
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9397af2a11
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Rendering code stripped out of the GUI code.
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3 weeks ago |
Zed A. Shaw
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009b1e63a7
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More refactoring to get the GUI dumber.
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3 weeks ago |
Zed A. Shaw
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2fdbd63f4c
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Cleaning up and sorting out how to use the new events best.
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3 weeks ago |
Zed A. Shaw
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04350cb51e
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GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
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3 weeks ago |
Zed A. Shaw
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da8011cb14
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Can just use the enum as the type for the map but it'd be nicer if I could use a class enum without tons of template BS.
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3 weeks ago |
Zed A. Shaw
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3f87d19911
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Simple event system for entities in the world.
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3 weeks ago |
Zed A. Shaw
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ea6cf1362b
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Create a test for the ECS before we add more functionality.
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4 weeks ago |
Zed A. Shaw
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143fe7784c
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Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
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4 weeks ago |
Zed A. Shaw
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4ed06b10b1
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Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals.
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4 weeks ago |
Zed A. Shaw
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9102bdc8ad
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Created a combat system to start with and also added a 'HEARING' mechanic where enemies can hear you from a certain distance before moving to you.
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4 weeks ago |
Zed A. Shaw
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753bc70b77
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Basic ragel test that can parse 1 ASNI sequence and do nothing with it.
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4 weeks ago |
Zed A. Shaw
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4162287841
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Implement a simple combat system and killing off enemies. See status for next steps.
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4 weeks ago |
Zed A. Shaw
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62562faad3
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Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player.
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4 weeks ago |
Zed A. Shaw
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5a123ae74c
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Refactor some code to have better naming and move Point and related point things into their own .hpp.
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4 weeks ago |
Zed A. Shaw
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c19cd707d1
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Better unit test for the collision system.
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4 weeks ago |
Zed A. Shaw
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ec1ed23c52
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Now using a simple collision map to track entities and then determine if they're near the player for attacking.
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4 weeks ago |
Zed A. Shaw
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743f906bc7
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Implemented a simple collision hash table.
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4 weeks ago |
Zed A. Shaw
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dbc2a10933
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Very basic collision and combat to work out the idea and a logging system on the left.
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4 weeks ago |
Zed A. Shaw
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98993481b0
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Playing around with it some more to see how a move would work.
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1 month ago |
Zed A. Shaw
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98baa13264
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Tried out Google's AI response to the question of a C++ spatial hash and it kind of came close. This took some massaging but it could work.
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1 month ago |
Zed A. Shaw
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6f2fba4f7f
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Make a few comments to keep this straight.
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1 month ago |
Zed A. Shaw
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e57a13846f
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A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits.
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1 month ago |
Zed A. Shaw
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9083582420
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Make it possible to zoom in/out, but I may make this a combat thing where it's zoomed out until you encounter an enemy.
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1 month ago |
Zed A. Shaw
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02a45d890f
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Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming.
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1 month ago |
Zed A. Shaw
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9f1e9717a0
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Super jank prototype of my idea but I am rendering multiple characters per cell to give the effect of a more complex character. Now to make this a data setup so it's easy to make characters. Also, probably have little add ons to show things like weapons equiped, etc.
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1 month ago |
Zed A. Shaw
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31c86fa2b3
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Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested.
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1 month ago |
Zed A. Shaw
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08d71f9bdc
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Super duper slow but this renders the text glyphs directly as sprites so I can do special colorization. Probalby then need to process the ftxui color ansi codes.
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1 month ago |
Zed A. Shaw
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fe5f7673ea
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Remove some unused variables.
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1 month ago |
Zed A. Shaw
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8b61a4fad8
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Forgot to set targets for pathing.
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1 month ago |
Zed A. Shaw
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3dae65fe82
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Merge in the refactor from earlier.
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1 month ago |
Zed A. Shaw
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da64e526c4
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Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
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1 month ago |
Zed A. Shaw
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1bb8999610
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A bit more cleanup, but still looking for more organization.
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1 month ago |