172 Commits (6b4ebf7629369c10f0348d482be9ba1df93a2038)
 

Author SHA1 Message Date
Zed A. Shaw 6b4ebf7629 More complete readme but need a screenshot. 2 days ago
Zed A. Shaw bdfd61c8e7 GUI had old code when I was toying with doing lighting with a png. 2 days ago
Zed A. Shaw c11384df59 Forgot the little matrix wrapper. 2 days ago
Zed A. Shaw aadf15e439 Created an initial README. 2 days 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. 2 days 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 days ago
Zed A. Shaw e05335b153 Initial stab at pulling the pathing out. 3 days 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 days ago
Zed A. Shaw 10c152a1c2 A bit of cleanup and refinement before refactoring. 3 days 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. 4 days ago
Zed A. Shaw d0d62836e3 Now have good coverage on map but need to actually confirm results in the test. 5 days ago
Zed A. Shaw 97255eb813 First coverage reports. Tests don't get near enough coverage but running the program does. 5 days 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. 6 days ago
Zed A. Shaw 1fab1d2d6d Map now brings back wall light. 6 days ago
Zed A. Shaw 435ad8f237 Enemy pathing is back. 6 days 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. 7 days 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. 1 week ago
Zed A. Shaw 6174df5ec7 Lighting now works, now to get multiple lights. 1 week ago
Zed A. Shaw 4ceacecfda Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet. 1 week ago
Zed A. Shaw 62f986719d Quick hack to test finding a better light. If you find the gold you get a better light. 1 week ago
Zed A. Shaw a9217e8423 Now have a basic prototype lighting system. 1 week ago
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. 2 weeks ago
Zed A. Shaw fb1fd9d8bc A bit of some clean up, API unifying, and some performance tweaks. 2 weeks ago
Zed A. Shaw a4926bedcb Get a better cell size for the rendering of the image. 2 weeks ago
Zed A. Shaw 6f0f3f01d9 A bit of playing with sizes and motion on the image. 2 weeks 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. 2 weeks 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. 2 weeks ago
Zed A. Shaw 3bb3b654e7 Fixes to build on non-windows and give the answer parser a real name. 2 weeks ago
Zed A. Shaw 111429b974 A slight improvement to avoid rendering boxes behind text that is default bg color. 2 weeks ago
Zed A. Shaw be144e2a05 Start of image to ansi converter. 2 weeks ago
Zed A. Shaw b7002917c1 Color is now in one nice location. 2 weeks ago
Zed A. Shaw c8fa68815b A bit more cleanup of render but kind of stuck on what to do further. 2 weeks ago
Zed A. Shaw 7cb03594a3 Renderer now knows how to render panels as grid/text based on how the panel is configured. 2 weeks ago
Zed A. Shaw f79e7638c0 Panel now holds data on how it should be rendered and render just uses that instead of calculating it. 2 weeks ago
Zed A. Shaw 1a3bbaedda Use the MID value for borders. 2 weeks ago
Zed A. Shaw 958c8545a7 It's actually better to just use FTXUI's Modal system than to invent my own. 2 weeks ago
Zed A. Shaw 88d362d6a5 A little clean up while I think about how to do this.... 2 weeks ago
Zed A. Shaw d36c42038d Simple mouse clicks working but probably wrong coordinates. 2 weeks 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. 2 weeks ago
Zed A. Shaw 34c84343db Mostly working now, just had to manually calculate the grid. Needs a cleanup but I'm moving on for now. 2 weeks 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. 3 weeks 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. 3 weeks ago
Zed A. Shaw e3cff8142c Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events. 3 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. 3 weeks ago
Zed A. Shaw 6e848004c4 Panel is working and now I can work on the gui interactions parts. 3 weeks ago
Zed A. Shaw 9bc9c9007f Now have a nice panel to hold all the UI panels we'll use later. 3 weeks ago
Zed A. Shaw baaf56d4de Can do better rendering of individual components and 'panels' but it's not too clean right now. 3 weeks ago
Zed A. Shaw 7b5c84b5f7 Cleaned up the gui display some more for future GUI elements. 3 weeks ago
Zed A. Shaw 2ced72a475 Slight improvement in the renderer efficiency. 4 weeks ago
Zed A. Shaw 824a384ffd Font sizes and map view now work with arbitrary map sizes. 4 weeks ago