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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4 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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4 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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4 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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4 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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4 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 |
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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1 month 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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1 month 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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1 month ago |