Zed A. Shaw
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3344181a47
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Cleaned up all the places I was doing push_back({constructorvar1, constructorvar2}) to use emplace_back(constructorvar1, constructorvar2) every other use should be only for actually copying.
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2 months ago |
Zed A. Shaw
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18a5f6bfa9
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Setup for the LevelManager to take charge of all level operations.
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2 months ago |
Zed A. Shaw
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193f5f915e
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Start the level manager for tomorrow.
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2 months ago |
Zed A. Shaw
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3a16595ca7
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A few small changes so that the player's lightsource is just like any other entity lightsource components.
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2 months ago |
Zed A. Shaw
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fc61ef42ac
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Figured out the easiest way to set a panel to be centered, but a lot of these config things need to be unified and cleaned up.
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2 months ago |
Zed A. Shaw
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269af02993
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There's now a GUI that shows up when you interact with stairs down.
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2 months ago |
Zed A. Shaw
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e63a8dd920
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Using an event for the device interaction is better. If I get to where there's tons of devices then I'll rethink it but right now this is less convoluted.
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2 months ago |
Zed A. Shaw
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8defc0bedf
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Initial idea for the interactive devices thing but I kind of hate it. Going to try another idea that will be simpler.
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2 months ago |
Zed A. Shaw
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e30c18fbdf
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Fixed up the idea for having dynamic callbacks on devices. Might become the new way to do stuff but not sure.
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2 months ago |
Zed A. Shaw
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d2162910f6
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Implemented configurable randomization in the world builder, and then got the beginning of devices to work for the next part of going down a level through stairs.
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2 months ago |
Zed A. Shaw
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7acbd0379f
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There's now a config to control the random world gen a bit.
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2 months ago |
Zed A. Shaw
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b16405cfdc
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Better random entity placement and config of entities is now more generic.
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2 months ago |
Zed A. Shaw
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641a405a06
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Need a disclaimer on bugs.
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2 months ago |
Zed A. Shaw
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86501f00f5
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More burn.
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2 months ago |
Zed A. Shaw
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27a603f0e1
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Yes, feel the burn.
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2 months ago |
Zed A. Shaw
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73b85e8057
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Finally have a name for my little matrix shape iterator library. I present to you, the SHITErators. Are they THE shit? Shit? Or just Shite?
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2 months ago |
Zed A. Shaw
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ffdea41faa
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Randomized rectangle placement without repetition works now. On to having multiple levels in the dungeon.
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2 months ago |
Zed A. Shaw
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cb976a69a9
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Map gen now works again and the enemy density is toned down.
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2 months ago |
Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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2 months ago |
Zed A. Shaw
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c19c53b15b
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Meson update and gdb fix.
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2 months ago |
Zed A. Shaw
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2b53363635
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Fix up a few operator things in amit's code.
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2 months ago |
Zed A. Shaw
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079734941c
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Amit's 1d->2d matrix that I can base a rewrite of mine on.
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2 months ago |
Zed A. Shaw
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80ef052e15
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Fixed a problem in the world builder after a refactor then made it do less random paths.
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2 months ago |
Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2 months ago |
Zed A. Shaw
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f3f875ee80
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Initial changes to clean up the code.
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2 months ago |
Zed A. Shaw
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8d3ccd935d
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Bringing in Amit's matrix for study and comparison.
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2 months ago |
Zed A. Shaw
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ee304c30e3
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Made a curative component really quick.
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2 months ago |
Zed A. Shaw
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d6916b675e
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Enemies can be tagged as moving randomly, but it's very subtle.
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2 months ago |
Zed A. Shaw
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222b39c403
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Fixed up building enemies and items using componentsin the JSON.
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2 months ago |
Zed A. Shaw
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9ce4fbd552
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Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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2 months ago |
Zed A. Shaw
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1f7214fcd4
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GUI now handles modals better and there's now a death screen that makes you exit. More to come.
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2 months ago |
Zed A. Shaw
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6cabd62c7f
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There's a simple death screen now and you can exit. More work on what death means later.
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2 months ago |
Zed A. Shaw
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f2864a62ee
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Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies.
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2 months ago |
Zed A. Shaw
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31e5eb7fce
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Picking up gold doesn't add it to your inventory.
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2 months ago |
Zed A. Shaw
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8e4add25a9
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A little more cleanup and then removing any completed bug notes.
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2 months ago |
Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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2 months ago |
Zed A. Shaw
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14b3ea7676
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Inventory system is mostly working and I can pick up everything and use it.
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2 months ago |
Zed A. Shaw
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aaa6d9f9f3
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Can display items picked up but man is this some garbage code. I need to rethink how inventory is stored so that it'll work with the Menu.
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2 months ago |
Zed A. Shaw
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135d9a128b
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Basic inventory system working and can pick up items but needs to be reflected in the UI next.
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2 months ago |
Zed A. Shaw
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d7353a02df
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Initial layout of an item inventory UI.
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2 months ago |
Zed A. Shaw
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3d461bce6d
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Very simple items system to get into the inventory work.
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2 months ago |
Zed A. Shaw
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1962b0c24e
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Started prototyping a viewport iterator but couldn't get it right so I'll test drive it next.
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2 months ago |
Zed A. Shaw
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4cb41a61db
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Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing.
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2 months ago |
Zed A. Shaw
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5adeb4e078
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I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system.
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2 months ago |
Zed A. Shaw
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380e18b91a
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All of the GUI panels are now their own classes and pulled out of the main GUI so I can devise how they're managed.
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2 months ago |
Zed A. Shaw
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941be008f8
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Very jank but now I can set different panels as active and test for mouse events in them to enable mouse. This needs a big cleanup and probably some FSM love.
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2 months ago |
Zed A. Shaw
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f0829bb9ea
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Starting a bit of refactoring to sort out how to handle the various UIs.
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2 months ago |
Zed A. Shaw
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d8400d0a76
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Tinkering with a way to do modal UIs for things like inventory etc.
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2 months ago |
Zed A. Shaw
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db441000f8
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Added in an initial test to blur the current screen for any pause actions, before doing a modal or new UI.
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2 months ago |
Zed A. Shaw
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28d19d80a2
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Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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2 months ago |