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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2 months 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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2 months ago |
Zed A. Shaw
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fe5f7673ea
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Remove some unused variables.
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2 months ago |
Zed A. Shaw
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8b61a4fad8
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Forgot to set targets for pathing.
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2 months ago |
Zed A. Shaw
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3dae65fe82
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Merge in the refactor from earlier.
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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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e42647d727
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I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
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2 months ago |
Zed A. Shaw
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da04c5ec54
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Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies.
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2 months ago |
Zed A. Shaw
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33327154ad
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DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
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2 months ago |
Zed A. Shaw
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86c98c43c2
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Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
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2 months ago |
Zed A. Shaw
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b9c27cd6ba
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Now calling this DinkyECS and will use it in the game to move the enemies and such.
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2 months ago |
Zed A. Shaw
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085777706e
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A few more little features like facts and the ability to store a system for later running.
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2 months ago |
Zed A. Shaw
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cc4f83a1d1
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Just wrote my own entity system to figure it out.
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2 months ago |
Zed A. Shaw
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a3eaf78fd3
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Brought in FLECS to play with, tomorrow we learn it.
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3 months ago |
Zed A. Shaw
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b8a0d9bbd1
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Now able to render the map at a different size from the rest of the UI and also only shake the map.
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3 months ago |
Zed A. Shaw
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77945be4d7
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Record some bugs.
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3 months ago |
Zed A. Shaw
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f9bf8f06ea
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Some jank test visual effects are working.
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3 months ago |
Zed A. Shaw
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243d15c123
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Just don't prevent start points being in walls.
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3 months ago |
Zed A. Shaw
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6f952bfd28
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Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size.
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3 months ago |
Zed A. Shaw
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5cf66aad02
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Conver to using \ for member variables in classes. In structs just use the name.
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3 months ago |
Zed A. Shaw
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187edb898e
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Mostly all cleaned up now.
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3 months ago |
Zed A. Shaw
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10e5f53292
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Mostly pulled out all of the ftxui rendering into cleaner areas.
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3 months ago |
Zed A. Shaw
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710076edfb
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Pulled most of the variables out so now I can carve out functions.
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3 months ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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3 months ago |
Zed A. Shaw
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cac7017563
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Prepared to rework and refactor.
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3 months ago |
Zed A. Shaw
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1404144af8
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Ignore more irrelevant things.
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3 months ago |
Zed A. Shaw
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8aa982e5ea
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Make the changes for the new assets layout.
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3 months ago |
Zed A. Shaw
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feda66defd
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Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
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3 months ago |
Zed A. Shaw
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69fa7d9e4e
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Make doors randomly on the rooms.
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3 months ago |
Zed A. Shaw
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dd6d29ed7d
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A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
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3 months ago |
Zed A. Shaw
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2e8abbaf5e
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Our hero can walk around the world and won't go through walls.
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3 months ago |
Zed A. Shaw
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bcc524861e
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Map generation is working well, and some cleanup.
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3 months ago |
Zed A. Shaw
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3a43324fa2
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Random map gen is mostly working, now to clean it up.
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3 months ago |
Zed A. Shaw
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a82944f55a
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Jank thoughts on using the dijk map to walk from door to door for tunnels.
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3 months ago |
Zed A. Shaw
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b100950877
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Move the random gen to a global for now.
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3 months ago |
Zed A. Shaw
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a37a40d45f
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Slightly better parition and map_drawing.
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3 months ago |
Zed A. Shaw
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44f11d5ddd
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Refactor into the class for more work.
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3 months ago |
Zed A. Shaw
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04b16c75ad
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Undo the dijk test.
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3 months ago |
Zed A. Shaw
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68d6b9e90c
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If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
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3 months ago |
Zed A. Shaw
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997a3ab45b
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Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
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3 months ago |
Zed A. Shaw
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f48f9d9bc5
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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3 months ago |
Zed A. Shaw
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5f09747109
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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3 months ago |
Zed A. Shaw
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e1ebea7451
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Working mostly correct now, just need to tweak how it works more and work on connections.
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3 months ago |
Zed A. Shaw
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61d2747441
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It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first.
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3 months ago |
Zed A. Shaw
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56cc38006b
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NOTWORKING: Committing this so I can show the changes I made on the next stream.
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3 months ago |
Zed A. Shaw
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62195e6eea
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A dirty first cut at a single random horiz/vert split for the BSP algorithm.
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3 months ago |
Zed A. Shaw
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6cb3366912
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I can make a map with one room 'randomly' generated and calculate paths.
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3 months ago |
Zed A. Shaw
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8b67a25732
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Cleaned up the map for more work.
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3 months ago |
Zed A. Shaw
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4f863c2635
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Dijkstra thing is working on a sample map.
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3 months ago |