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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7 days 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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7 days 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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1 week 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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1 week 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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1 week 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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1 week 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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1 week 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 weeks 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 weeks 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 weeks 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 weeks 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 weeks ago |
Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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2 weeks ago |
Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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2 weeks 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 weeks 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 weeks 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 weeks 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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3 weeks ago |
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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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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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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2 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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2 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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2 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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2 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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2 months ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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2 months ago |
Zed A. Shaw
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69fa7d9e4e
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Make doors randomly on the rooms.
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2 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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2 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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2 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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2 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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2 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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2 months ago |
Zed A. Shaw
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a37a40d45f
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Slightly better parition and map_drawing.
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2 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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2 months ago |
Zed A. Shaw
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04b16c75ad
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Undo the dijk test.
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2 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 |