Zed A. Shaw
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15a302d133
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Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job.
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3 weeks ago |
Zed A. Shaw
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2dccc6b17b
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Initial fix of the crash with different map sizes but that's not the ultimate fix.
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1 month ago |
Zed A. Shaw
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5af6d75b4c
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FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts.
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1 month ago |
Zed A. Shaw
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011fee4872
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A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain'
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1 month ago |
Zed A. Shaw
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c1d43694b0
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Couldn't debug the map size crash so just did this small change until I can.
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1 month ago |
Zed A. Shaw
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99d56b246c
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Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out.
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1 month 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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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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1 month 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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1 month 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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1 month 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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2 months 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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2 months ago |
Zed A. Shaw
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743f906bc7
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Implemented a simple collision hash table.
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2 months 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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2 months 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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2 months 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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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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a7f6357e12
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Refactor the entity out.
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2 months ago |
Zed A. Shaw
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dd6d29ed7d
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A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
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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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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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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 |