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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1 month 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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1 month 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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1 month 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 month 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 month ago |
Zed A. Shaw
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e863bfa2fe
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Can now copy character codes.
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1 month 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 month 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 month ago |
Zed A. Shaw
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cb2e766305
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Merge in changes from OSX.
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1 month 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 month 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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1 month ago |
Zed A. Shaw
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3de70f71f3
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Fix for OSX build.
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1 month 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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1 month 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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1 month 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 months 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 months 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 months 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 months 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 months 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 months 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 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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6b4ebf7629
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More complete readme but need a screenshot.
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2 months 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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2 months ago |
Zed A. Shaw
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c11384df59
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Forgot the little matrix wrapper.
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2 months ago |
Zed A. Shaw
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aadf15e439
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Created an initial README.
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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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e05335b153
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Initial stab at pulling the pathing out.
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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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2 months ago |
Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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2 months ago |
Zed A. Shaw
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54fa1a23ce
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Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted.
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2 months ago |
Zed A. Shaw
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0e8a2e520a
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Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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2 months ago |
Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2 months ago |
Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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2 months ago |
Zed A. Shaw
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62f986719d
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Quick hack to test finding a better light. If you find the gold you get a better light.
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2 months ago |
Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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2 months ago |
Zed A. Shaw
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1bb04b4562
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Tried to set the background color in the ftxui canvas and weirdly it started doing almost what I want with lighting, but I didn't write any code to do that. There's some bug in how I'm doing it that's causing it to set the colors...correctly. Must find out why.
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2 months ago |
Zed A. Shaw
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fb1fd9d8bc
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A bit of some clean up, API unifying, and some performance tweaks.
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2 months ago |