205 Commits (5a6494acf5b3ee85c7eec9a2df293997316ca2d5)
 

Author SHA1 Message Date
Zed A. Shaw 5a6494acf5 Fixing a stupid bug where it would crash because a fact wasn't in the world. 2 days ago
Zed A. Shaw 93f53d1714 Tests are failing but catch2 is too stupid to actually tell me where so here you go. Now if you hit L it'll turn the lights up to max and if you hit P it will show the pathing. 2 days ago
Zed A. Shaw d916d1c383 A very jank circle algorithm that overdraws many of the lines but mostly works. 2 days ago
Zed A. Shaw d4b6c35120 Working line iterator, and mostly working flood iterator that should be good enough for world gen. 3 days ago
Zed A. Shaw 1295e9631d A slightly working flood iterator and a working compass iterator. 4 days ago
Zed A. Shaw 043c0d91df Now using the box iterator everywhere I can before writing a flood iterator. 6 days ago
Zed A. Shaw 547be19e68 Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator. 6 days ago
Zed A. Shaw 70cd963e5c Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working. 6 days ago
Zed A. Shaw 8e470df554 A bit of late night work designing the little iterators. 1 week ago
Zed A. Shaw da0b941dfd A first exploration of doing a matrix iterator. 1 week ago
Zed A. Shaw ee1e2e5bc5 Started working on a random flood function for paths to do things like fill rooms with stuff. 1 week ago
Zed A. Shaw e863bfa2fe Can now copy character codes. 1 week ago
Zed A. Shaw ffc787df64 Designer is working great now, and this fixes a bunch of things about the mouse. 1 week ago
Zed A. Shaw f05f652c26 Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates. 1 week ago
Zed A. Shaw cb2e766305 Merge in changes from OSX. 2 weeks ago
Zed A. Shaw a9e25668fb 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. 2 weeks ago
Zed A. Shaw 9ab064126f Before freetype2 use to iterate through the font's glyphs diretly. 2 weeks ago
Zed A. Shaw 3de70f71f3 Fix for OSX build. 2 weeks ago
Zed A. Shaw c483649e20 Can actually use it to find glyphs now. 2 weeks ago
Zed A. Shaw 0edd948101 A barely working tool to find font characters and pick their color. 2 weeks ago
Zed A. Shaw 6b3ce5eb3d Fixed a bunch of random little bugs everywhere. 2 weeks ago
Zed A. Shaw f946d46936 Fix up the gitignor and bring in the ragel manual for safe keeping. 2 weeks ago
Zed A. Shaw 2f8c9bd1a9 Change the color namespace to ColorValue. Need to come up with the organizational theme for the code. 2 weeks ago
Zed A. Shaw 56b26e1c4a Matrix now just does the dumping but I need to make this more formal I think. 2 weeks ago
Zed A. Shaw eb0ca38e30 Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT. 2 weeks ago
Zed A. Shaw 9abb39a3bf Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back. 2 weeks ago
Zed A. Shaw ae43dad499 Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits. 3 weeks ago
Zed A. Shaw 2d5490131d Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish 3 weeks ago
Zed A. Shaw 0b4392dbcc 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. 3 weeks ago
Zed A. Shaw 381b82ee4e Small fix to build on non-windows platforms. 3 weeks ago
Zed A. Shaw c7607533ce A bit of a quick test for the GUI system, but not sure how to make this do more. 3 weeks ago
Zed A. Shaw 48df9248b2 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. 3 weeks ago
Zed A. Shaw 2576b16869 Test coverage back and save system should work again but have to confirm it in-game. 3 weeks ago
Zed A. Shaw 6b4ebf7629 More complete readme but need a screenshot. 3 weeks ago
Zed A. Shaw bdfd61c8e7 GUI had old code when I was toying with doing lighting with a png. 3 weeks ago
Zed A. Shaw c11384df59 Forgot the little matrix wrapper. 3 weeks ago
Zed A. Shaw aadf15e439 Created an initial README. 3 weeks ago
Zed A. Shaw 68d8bdce12 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. 3 weeks ago
Zed A. Shaw 3f7a9cc124 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. 3 weeks ago
Zed A. Shaw e05335b153 Initial stab at pulling the pathing out. 3 weeks ago
Zed A. Shaw d515c33afc Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely. 3 weeks ago
Zed A. Shaw 10c152a1c2 A bit of cleanup and refinement before refactoring. 3 weeks ago
Zed A. Shaw e86d474c7c 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. 3 weeks ago
Zed A. Shaw d0d62836e3 Now have good coverage on map but need to actually confirm results in the test. 3 weeks ago
Zed A. Shaw 97255eb813 First coverage reports. Tests don't get near enough coverage but running the program does. 3 weeks ago
Zed A. Shaw 988edf13d7 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. 3 weeks ago
Zed A. Shaw 1fab1d2d6d Map now brings back wall light. 3 weeks ago
Zed A. Shaw 435ad8f237 Enemy pathing is back. 3 weeks ago
Zed A. Shaw 54fa1a23ce 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. 3 weeks ago
Zed A. Shaw 0e8a2e520a Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play. 4 weeks ago