Zed A. Shaw
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713d400d17
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Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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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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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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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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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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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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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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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 |
Zed A. Shaw
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ebb5360c5c
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Fixed the bug that made walls not receive the algorithm.
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3 months ago |
Zed A. Shaw
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4d748d1f48
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Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm.
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3 months ago |