Zed A. Shaw
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6e848004c4
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Panel is working and now I can work on the gui interactions parts.
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2 weeks ago |
Zed A. Shaw
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9bc9c9007f
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Now have a nice panel to hold all the UI panels we'll use later.
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2 weeks ago |
Zed A. Shaw
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baaf56d4de
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Can do better rendering of individual components and 'panels' but it's not too clean right now.
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2 weeks ago |
Zed A. Shaw
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7b5c84b5f7
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Cleaned up the gui display some more for future GUI elements.
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2 weeks ago |
Zed A. Shaw
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824a384ffd
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Font sizes and map view now work with arbitrary map sizes.
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2 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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2 weeks ago |
Zed A. Shaw
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43fb60ebaa
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Removed the ambient sound until I can redesign it.
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2 weeks ago |
Zed A. Shaw
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113811bc84
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Got some new sounds and camera shake came back but has a bug.
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2 weeks ago |
Zed A. Shaw
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ed9d0de8e0
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Event system now accepts any data and the GUI receives simpler events with data for them.
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2 weeks ago |
Zed A. Shaw
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0e79288afc
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More notes on the next things to do.
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2 weeks 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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2 weeks 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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2 weeks ago |
Zed A. Shaw
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da63f006c2
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Config and save system almost there.
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2 weeks ago |
Zed A. Shaw
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d113dba42f
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Almost working save sytem but the data I store is totally wrong. I need to also save the entity IDs being used and map them to the components.
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2 weeks ago |
Zed A. Shaw
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707e9e3d6e
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Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal.
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3 weeks ago |
Zed A. Shaw
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35ef1e786d
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A bit more cleanup before I redesign the renderer.
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3 weeks ago |
Zed A. Shaw
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9397af2a11
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Rendering code stripped out of the GUI code.
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3 weeks ago |
Zed A. Shaw
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009b1e63a7
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More refactoring to get the GUI dumber.
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3 weeks ago |
Zed A. Shaw
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2fdbd63f4c
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Cleaning up and sorting out how to use the new events best.
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3 weeks ago |
Zed A. Shaw
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04350cb51e
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GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
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3 weeks ago |
Zed A. Shaw
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143fe7784c
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Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
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3 weeks ago |
Zed A. Shaw
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4ed06b10b1
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Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals.
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3 weeks 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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4 weeks ago |
Zed A. Shaw
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4162287841
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Implement a simple combat system and killing off enemies. See status for next steps.
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4 weeks 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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4 weeks ago |
Zed A. Shaw
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ec1ed23c52
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Now using a simple collision map to track entities and then determine if they're near the player for attacking.
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4 weeks ago |
Zed A. Shaw
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dbc2a10933
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Very basic collision and combat to work out the idea and a logging system on the left.
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4 weeks ago |
Zed A. Shaw
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e57a13846f
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A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits.
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1 month ago |
Zed A. Shaw
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9083582420
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Make it possible to zoom in/out, but I may make this a combat thing where it's zoomed out until you encounter an enemy.
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1 month ago |
Zed A. Shaw
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02a45d890f
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Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming.
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1 month 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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1 month ago |
Zed A. Shaw
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31c86fa2b3
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Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested.
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1 month ago |
Zed A. Shaw
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08d71f9bdc
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Super duper slow but this renders the text glyphs directly as sprites so I can do special colorization. Probalby then need to process the ftxui color ansi codes.
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1 month ago |
Zed A. Shaw
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fe5f7673ea
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Remove some unused variables.
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1 month 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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1 month ago |
Zed A. Shaw
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1bb8999610
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A bit more cleanup, but still looking for more organization.
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1 month ago |
Zed A. Shaw
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e42647d727
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I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
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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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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a3eaf78fd3
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Brought in FLECS to play with, tomorrow we learn it.
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2 months ago |
Zed A. Shaw
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b8a0d9bbd1
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Now able to render the map at a different size from the rest of the UI and also only shake the map.
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2 months ago |
Zed A. Shaw
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77945be4d7
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Record some bugs.
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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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6f952bfd28
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Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size.
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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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187edb898e
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Mostly all cleaned up now.
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2 months ago |