97 Commits (707e9e3d6e313da50e2ba6806aaaa28972b202b1)
 

Author SHA1 Message Date
Zed A. Shaw 707e9e3d6e Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 3 weeks ago
Zed A. Shaw 0ba789697a Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way. 3 weeks ago
Zed A. Shaw 24b1e4a500 Further cleaning of the renderer. 3 weeks ago
Zed A. Shaw fd8180bc61 Refactored the ansi_parser into a class that can be reused between render calls. 3 weeks ago
Zed A. Shaw e864e14eab Rendering with color is working now but still has problems with enabling/resetting the default colors. 3 weeks ago
Zed A. Shaw a36b187879 Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later. 3 weeks ago
Zed A. Shaw ae484bf425 ANSI code renderer starts working but I have to make it utf8/wchar_t friendly. 3 weeks ago
Zed A. Shaw 6ca4614fcb A bit better method of setting foreground vs. background. 3 weeks ago
Zed A. Shaw 2d550978b8 This seems to be the best way to do this, but I kepts a few other experiments in scratchpad. 3 weeks ago
Zed A. Shaw 058ab23fa2 This also does almost the same thing but using fgoto to switch between ansi and not. 3 weeks ago
Zed A. Shaw f32b39afe2 Barely working ansi color codes parser but I _really_ don't like this one. Too much code to just get it to process correctly which means it'll be brittle as hell later. 3 weeks ago
Zed A. Shaw a44a9a04f9 Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct. 3 weeks ago
Zed A. Shaw 3394327981 Better working but still picks up stray numbers I didn't specify. 3 weeks ago
Zed A. Shaw 74310304bd Start of a ragel parser that can do the ansi code parsing for me. 3 weeks ago
Zed A. Shaw 35ef1e786d A bit more cleanup before I redesign the renderer. 3 weeks ago
Zed A. Shaw 9397af2a11 Rendering code stripped out of the GUI code. 3 weeks ago
Zed A. Shaw 009b1e63a7 More refactoring to get the GUI dumber. 3 weeks ago
Zed A. Shaw 2fdbd63f4c Cleaning up and sorting out how to use the new events best. 3 weeks ago
Zed A. Shaw 04350cb51e 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. 3 weeks ago
Zed A. Shaw da8011cb14 Can just use the enum as the type for the map but it'd be nicer if I could use a class enum without tons of template BS. 3 weeks ago
Zed A. Shaw 3f87d19911 Simple event system for entities in the world. 3 weeks ago
Zed A. Shaw ea6cf1362b Create a test for the ECS before we add more functionality. 3 weeks ago
Zed A. Shaw 143fe7784c Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 3 weeks ago
Zed A. Shaw 4ed06b10b1 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. 3 weeks ago
Zed A. Shaw 9102bdc8ad 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. 4 weeks ago
Zed A. Shaw 753bc70b77 Basic ragel test that can parse 1 ASNI sequence and do nothing with it. 4 weeks ago
Zed A. Shaw 4162287841 Implement a simple combat system and killing off enemies. See status for next steps. 4 weeks ago
Zed A. Shaw 62562faad3 Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player. 4 weeks ago
Zed A. Shaw 5a123ae74c Refactor some code to have better naming and move Point and related point things into their own .hpp. 4 weeks ago
Zed A. Shaw c19cd707d1 Better unit test for the collision system. 4 weeks ago
Zed A. Shaw ec1ed23c52 Now using a simple collision map to track entities and then determine if they're near the player for attacking. 4 weeks ago
Zed A. Shaw 743f906bc7 Implemented a simple collision hash table. 4 weeks ago
Zed A. Shaw dbc2a10933 Very basic collision and combat to work out the idea and a logging system on the left. 4 weeks ago
Zed A. Shaw 98993481b0 Playing around with it some more to see how a move would work. 1 month ago
Zed A. Shaw 98baa13264 Tried out Google's AI response to the question of a C++ spatial hash and it kind of came close. This took some massaging but it could work. 1 month ago
Zed A. Shaw 6f2fba4f7f Make a few comments to keep this straight. 1 month ago
Zed A. Shaw e57a13846f A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits. 1 month ago
Zed A. Shaw 9083582420 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. 1 month ago
Zed A. Shaw 02a45d890f Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming. 1 month ago
Zed A. Shaw 9f1e9717a0 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. 1 month ago
Zed A. Shaw 31c86fa2b3 Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested. 1 month ago
Zed A. Shaw 08d71f9bdc 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. 1 month ago
Zed A. Shaw fe5f7673ea Remove some unused variables. 1 month ago
Zed A. Shaw 8b61a4fad8 Forgot to set targets for pathing. 1 month ago
Zed A. Shaw 3dae65fe82 Merge in the refactor from earlier. 1 month ago
Zed A. Shaw da64e526c4 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. 1 month ago
Zed A. Shaw 1bb8999610 A bit more cleanup, but still looking for more organization. 1 month ago
Zed A. Shaw e42647d727 I think I've got my head around what ECS does and am slowly reshaping the engine to use it better. 1 month ago
Zed A. Shaw da04c5ec54 Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies. 1 month ago
Zed A. Shaw 33327154ad 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. 1 month ago