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 |
Zed A. Shaw
|
86c98c43c2
|
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.
|
1 month ago |
Zed A. Shaw
|
b9c27cd6ba
|
Now calling this DinkyECS and will use it in the game to move the enemies and such.
|
1 month ago |
Zed A. Shaw
|
085777706e
|
A few more little features like facts and the ability to store a system for later running.
|
1 month ago |
Zed A. Shaw
|
cc4f83a1d1
|
Just wrote my own entity system to figure it out.
|
2 months ago |
Zed A. Shaw
|
a3eaf78fd3
|
Brought in FLECS to play with, tomorrow we learn it.
|
2 months ago |
Zed A. Shaw
|
b8a0d9bbd1
|
Now able to render the map at a different size from the rest of the UI and also only shake the map.
|
2 months ago |
Zed A. Shaw
|
77945be4d7
|
Record some bugs.
|
2 months ago |
Zed A. Shaw
|
f9bf8f06ea
|
Some jank test visual effects are working.
|
2 months ago |
Zed A. Shaw
|
243d15c123
|
Just don't prevent start points being in walls.
|
2 months ago |
Zed A. Shaw
|
6f952bfd28
|
Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size.
|
2 months ago |
Zed A. Shaw
|
5cf66aad02
|
Conver to using \ for member variables in classes. In structs just use the name.
|
2 months ago |
Zed A. Shaw
|
187edb898e
|
Mostly all cleaned up now.
|
2 months ago |
Zed A. Shaw
|
10e5f53292
|
Mostly pulled out all of the ftxui rendering into cleaner areas.
|
2 months ago |
Zed A. Shaw
|
710076edfb
|
Pulled most of the variables out so now I can carve out functions.
|
2 months ago |
Zed A. Shaw
|
a7f6357e12
|
Refactor the entity out.
|
2 months ago |
Zed A. Shaw
|
cac7017563
|
Prepared to rework and refactor.
|
2 months ago |
Zed A. Shaw
|
1404144af8
|
Ignore more irrelevant things.
|
2 months ago |
Zed A. Shaw
|
8aa982e5ea
|
Make the changes for the new assets layout.
|
2 months ago |
Zed A. Shaw
|
feda66defd
|
Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
|
2 months ago |
Zed A. Shaw
|
69fa7d9e4e
|
Make doors randomly on the rooms.
|
2 months ago |
Zed A. Shaw
|
dd6d29ed7d
|
A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
|
2 months ago |
Zed A. Shaw
|
2e8abbaf5e
|
Our hero can walk around the world and won't go through walls.
|
2 months ago |
Zed A. Shaw
|
bcc524861e
|
Map generation is working well, and some cleanup.
|
2 months ago |
Zed A. Shaw
|
3a43324fa2
|
Random map gen is mostly working, now to clean it up.
|
2 months ago |
Zed A. Shaw
|
a82944f55a
|
Jank thoughts on using the dijk map to walk from door to door for tunnels.
|
2 months ago |
Zed A. Shaw
|
b100950877
|
Move the random gen to a global for now.
|
2 months ago |
Zed A. Shaw
|
a37a40d45f
|
Slightly better parition and map_drawing.
|
2 months ago |
Zed A. Shaw
|
44f11d5ddd
|
Refactor into the class for more work.
|
2 months ago |
Zed A. Shaw
|
04b16c75ad
|
Undo the dijk test.
|
2 months ago |
Zed A. Shaw
|
68d6b9e90c
|
If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
|
2 months ago |
Zed A. Shaw
|
997a3ab45b
|
Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
|
2 months ago |