61 Commits (1bb04b4562014945fb4f7c6ac43f30fc65cb1461)

Author SHA1 Message Date
Zed A. Shaw 1bb04b4562 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. 17 hours ago
Zed A. Shaw fb1fd9d8bc A bit of some clean up, API unifying, and some performance tweaks. 2 days ago
Zed A. Shaw 15a302d133 Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job. 3 days ago
Zed A. Shaw 19b8bf1850 Totally a pile of garbage with a bunch of debug prints because I'm going to have to rewrite the renderer resizing to allow for any size image, not just the map. But this does display an image using averaged squares. 4 days ago
Zed A. Shaw 7cb03594a3 Renderer now knows how to render panels as grid/text based on how the panel is configured. 6 days ago
Zed A. Shaw 958c8545a7 It's actually better to just use FTXUI's Modal system than to invent my own. 7 days ago
Zed A. Shaw 88d362d6a5 A little clean up while I think about how to do this.... 7 days ago
Zed A. Shaw d36c42038d Simple mouse clicks working but probably wrong coordinates. 1 week ago
Zed A. Shaw 64855f3c90 The gui can now pop open a modal based on clicking a button but I need to manage focus next. 1 week ago
Zed A. Shaw 89a70f398a Rewrote the ansi parser to exactly callback on color setting, so now just need to clean this all up and fix a few little bugs. 1 week ago
Zed A. Shaw 96ee16e598 Figured out that I don't need a special screen, just send events to the component directly with OnEvent. However, you have to component->Add() or call Render(component, []) with it or else it's not considered a child. 1 week ago
Zed A. Shaw e3cff8142c Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events. 2 weeks ago
Zed A. Shaw 7d3605f58b A bit of cleanup and testing of the panel, then some optimization to avoid re-rendering and multiple wchar converts. 2 weeks ago
Zed A. Shaw 6e848004c4 Panel is working and now I can work on the gui interactions parts. 2 weeks ago
Zed A. Shaw 9bc9c9007f Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
Zed A. Shaw baaf56d4de Can do better rendering of individual components and 'panels' but it's not too clean right now. 2 weeks ago
Zed A. Shaw 7b5c84b5f7 Cleaned up the gui display some more for future GUI elements. 2 weeks ago
Zed A. Shaw 824a384ffd Font sizes and map view now work with arbitrary map sizes. 2 weeks ago
Zed A. Shaw 2dccc6b17b Initial fix of the crash with different map sizes but that's not the ultimate fix. 2 weeks ago
Zed A. Shaw 43fb60ebaa Removed the ambient sound until I can redesign it. 2 weeks ago
Zed A. Shaw 113811bc84 Got some new sounds and camera shake came back but has a bug. 2 weeks ago
Zed A. Shaw ed9d0de8e0 Event system now accepts any data and the GUI receives simpler events with data for them. 2 weeks ago
Zed A. Shaw 0e79288afc More notes on the next things to do. 3 weeks ago
Zed A. Shaw 011fee4872 A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain' 3 weeks ago
Zed A. Shaw 99d56b246c Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out. 3 weeks ago
Zed A. Shaw da63f006c2 Config and save system almost there. 3 weeks ago
Zed A. Shaw d113dba42f Almost working save sytem but the data I store is totally wrong. I need to also save the entity IDs being used and map them to the components. 3 weeks ago
Zed A. Shaw 707e9e3d6e Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 3 weeks ago
Zed A. Shaw 35ef1e786d A bit more cleanup before I redesign the renderer. 4 weeks ago
Zed A. Shaw 9397af2a11 Rendering code stripped out of the GUI code. 4 weeks ago
Zed A. Shaw 009b1e63a7 More refactoring to get the GUI dumber. 4 weeks ago
Zed A. Shaw 2fdbd63f4c Cleaning up and sorting out how to use the new events best. 4 weeks ago
Zed A. Shaw 04350cb51e 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. 4 weeks ago
Zed A. Shaw 143fe7784c Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 4 weeks ago
Zed A. Shaw 4ed06b10b1 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. 4 weeks ago
Zed A. Shaw 9102bdc8ad 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. 4 weeks ago
Zed A. Shaw 4162287841 Implement a simple combat system and killing off enemies. See status for next steps. 4 weeks ago
Zed A. Shaw 5a123ae74c Refactor some code to have better naming and move Point and related point things into their own .hpp. 4 weeks ago
Zed A. Shaw ec1ed23c52 Now using a simple collision map to track entities and then determine if they're near the player for attacking. 4 weeks ago
Zed A. Shaw dbc2a10933 Very basic collision and combat to work out the idea and a logging system on the left. 4 weeks ago
Zed A. Shaw e57a13846f A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits. 1 month ago
Zed A. Shaw 9083582420 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. 1 month ago
Zed A. Shaw 02a45d890f Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming. 1 month ago
Zed A. Shaw 9f1e9717a0 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. 1 month ago
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. 1 month 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. 1 month ago
Zed A. Shaw fe5f7673ea Remove some unused variables. 1 month 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. 1 month ago
Zed A. Shaw 1bb8999610 A bit more cleanup, but still looking for more organization. 1 month 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. 1 month ago