207 Commits (main)
 

Author SHA1 Message Date
Zed A. Shaw 31c86fa2b3 Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested. 2 months ago
Zed A. Shaw 08d71f9bdc 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. 2 months ago
Zed A. Shaw fe5f7673ea Remove some unused variables. 2 months ago
Zed A. Shaw 8b61a4fad8 Forgot to set targets for pathing. 2 months ago
Zed A. Shaw 3dae65fe82 Merge in the refactor from earlier. 2 months ago
Zed A. Shaw da64e526c4 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. 2 months ago
Zed A. Shaw 1bb8999610 A bit more cleanup, but still looking for more organization. 2 months ago
Zed A. Shaw e42647d727 I think I've got my head around what ECS does and am slowly reshaping the engine to use it better. 2 months ago
Zed A. Shaw da04c5ec54 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. 2 months ago
Zed A. Shaw 33327154ad 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. 2 months ago
Zed A. Shaw 86c98c43c2 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. 2 months ago
Zed A. Shaw b9c27cd6ba Now calling this DinkyECS and will use it in the game to move the enemies and such. 2 months ago
Zed A. Shaw 085777706e A few more little features like facts and the ability to store a system for later running. 2 months ago
Zed A. Shaw cc4f83a1d1 Just wrote my own entity system to figure it out. 2 months ago
Zed A. Shaw a3eaf78fd3 Brought in FLECS to play with, tomorrow we learn it. 3 months ago
Zed A. Shaw b8a0d9bbd1 Now able to render the map at a different size from the rest of the UI and also only shake the map. 3 months ago
Zed A. Shaw 77945be4d7 Record some bugs. 3 months ago
Zed A. Shaw f9bf8f06ea Some jank test visual effects are working. 3 months ago
Zed A. Shaw 243d15c123 Just don't prevent start points being in walls. 3 months ago
Zed A. Shaw 6f952bfd28 Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size. 3 months ago
Zed A. Shaw 5cf66aad02 Conver to using \ for member variables in classes. In structs just use the name. 3 months ago
Zed A. Shaw 187edb898e Mostly all cleaned up now. 3 months ago
Zed A. Shaw 10e5f53292 Mostly pulled out all of the ftxui rendering into cleaner areas. 3 months ago
Zed A. Shaw 710076edfb Pulled most of the variables out so now I can carve out functions. 3 months ago
Zed A. Shaw a7f6357e12 Refactor the entity out. 3 months ago
Zed A. Shaw cac7017563 Prepared to rework and refactor. 3 months ago
Zed A. Shaw 1404144af8 Ignore more irrelevant things. 3 months ago
Zed A. Shaw 8aa982e5ea Make the changes for the new assets layout. 3 months ago
Zed A. Shaw feda66defd Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. 3 months ago
Zed A. Shaw 69fa7d9e4e Make doors randomly on the rooms. 3 months ago
Zed A. Shaw dd6d29ed7d A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you. 3 months ago
Zed A. Shaw 2e8abbaf5e Our hero can walk around the world and won't go through walls. 3 months ago
Zed A. Shaw bcc524861e Map generation is working well, and some cleanup. 3 months ago
Zed A. Shaw 3a43324fa2 Random map gen is mostly working, now to clean it up. 3 months ago
Zed A. Shaw a82944f55a Jank thoughts on using the dijk map to walk from door to door for tunnels. 3 months ago
Zed A. Shaw b100950877 Move the random gen to a global for now. 3 months ago
Zed A. Shaw a37a40d45f Slightly better parition and map_drawing. 3 months ago
Zed A. Shaw 44f11d5ddd Refactor into the class for more work. 3 months ago
Zed A. Shaw 04b16c75ad Undo the dijk test. 3 months ago
Zed A. Shaw 68d6b9e90c 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. 3 months ago
Zed A. Shaw 997a3ab45b Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms. 3 months ago
Zed A. Shaw f48f9d9bc5 If you just pick the wider of the dimensions then you get a more even spread vs random direction. 3 months ago
Zed A. Shaw 5f09747109 If you just pick the wider of the dimensions then you get a more even spread vs random direction. 3 months ago
Zed A. Shaw e1ebea7451 Working mostly correct now, just need to tweak how it works more and work on connections. 3 months ago
Zed A. Shaw 61d2747441 It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first. 3 months ago
Zed A. Shaw 56cc38006b NOTWORKING: Committing this so I can show the changes I made on the next stream. 3 months ago
Zed A. Shaw 62195e6eea A dirty first cut at a single random horiz/vert split for the BSP algorithm. 3 months ago
Zed A. Shaw 6cb3366912 I can make a map with one room 'randomly' generated and calculate paths. 3 months ago
Zed A. Shaw 8b67a25732 Cleaned up the map for more work. 3 months ago
Zed A. Shaw 4f863c2635 Dijkstra thing is working on a sample map. 3 months ago