Zed A. Shaw
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7acbd0379f
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There's now a config to control the random world gen a bit.
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7 days ago |
Zed A. Shaw
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b16405cfdc
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Better random entity placement and config of entities is now more generic.
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1 week ago |
Zed A. Shaw
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641a405a06
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Need a disclaimer on bugs.
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1 week ago |
Zed A. Shaw
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86501f00f5
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More burn.
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1 week ago |
Zed A. Shaw
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27a603f0e1
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Yes, feel the burn.
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1 week ago |
Zed A. Shaw
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73b85e8057
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Finally have a name for my little matrix shape iterator library. I present to you, the SHITErators. Are they THE shit? Shit? Or just Shite?
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1 week ago |
Zed A. Shaw
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ffdea41faa
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Randomized rectangle placement without repetition works now. On to having multiple levels in the dungeon.
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1 week ago |
Zed A. Shaw
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cb976a69a9
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Map gen now works again and the enemy density is toned down.
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1 week ago |
Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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1 week ago |
Zed A. Shaw
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c19c53b15b
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Meson update and gdb fix.
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1 week ago |
Zed A. Shaw
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2b53363635
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Fix up a few operator things in amit's code.
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1 week ago |
Zed A. Shaw
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079734941c
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Amit's 1d->2d matrix that I can base a rewrite of mine on.
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1 week ago |
Zed A. Shaw
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80ef052e15
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Fixed a problem in the world builder after a refactor then made it do less random paths.
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1 week ago |
Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2 weeks ago |
Zed A. Shaw
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f3f875ee80
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Initial changes to clean up the code.
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2 weeks ago |
Zed A. Shaw
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8d3ccd935d
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Bringing in Amit's matrix for study and comparison.
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2 weeks ago |
Zed A. Shaw
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ee304c30e3
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Made a curative component really quick.
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2 weeks ago |
Zed A. Shaw
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d6916b675e
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Enemies can be tagged as moving randomly, but it's very subtle.
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2 weeks ago |
Zed A. Shaw
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222b39c403
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Fixed up building enemies and items using componentsin the JSON.
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2 weeks ago |
Zed A. Shaw
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9ce4fbd552
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Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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2 weeks ago |
Zed A. Shaw
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1f7214fcd4
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GUI now handles modals better and there's now a death screen that makes you exit. More to come.
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2 weeks ago |
Zed A. Shaw
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6cabd62c7f
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There's a simple death screen now and you can exit. More work on what death means later.
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2 weeks ago |
Zed A. Shaw
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f2864a62ee
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Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies.
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2 weeks ago |
Zed A. Shaw
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31e5eb7fce
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Picking up gold doesn't add it to your inventory.
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2 weeks ago |
Zed A. Shaw
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8e4add25a9
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A little more cleanup and then removing any completed bug notes.
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2 weeks ago |
Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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2 weeks ago |
Zed A. Shaw
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14b3ea7676
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Inventory system is mostly working and I can pick up everything and use it.
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2 weeks ago |
Zed A. Shaw
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aaa6d9f9f3
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Can display items picked up but man is this some garbage code. I need to rethink how inventory is stored so that it'll work with the Menu.
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2 weeks ago |
Zed A. Shaw
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135d9a128b
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Basic inventory system working and can pick up items but needs to be reflected in the UI next.
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3 weeks ago |
Zed A. Shaw
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d7353a02df
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Initial layout of an item inventory UI.
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3 weeks ago |
Zed A. Shaw
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3d461bce6d
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Very simple items system to get into the inventory work.
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3 weeks ago |
Zed A. Shaw
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1962b0c24e
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Started prototyping a viewport iterator but couldn't get it right so I'll test drive it next.
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3 weeks ago |
Zed A. Shaw
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4cb41a61db
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Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing.
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3 weeks ago |
Zed A. Shaw
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5adeb4e078
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I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system.
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3 weeks ago |
Zed A. Shaw
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380e18b91a
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All of the GUI panels are now their own classes and pulled out of the main GUI so I can devise how they're managed.
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3 weeks ago |
Zed A. Shaw
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941be008f8
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Very jank but now I can set different panels as active and test for mouse events in them to enable mouse. This needs a big cleanup and probably some FSM love.
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3 weeks ago |
Zed A. Shaw
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f0829bb9ea
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Starting a bit of refactoring to sort out how to handle the various UIs.
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3 weeks ago |
Zed A. Shaw
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d8400d0a76
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Tinkering with a way to do modal UIs for things like inventory etc.
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3 weeks ago |
Zed A. Shaw
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db441000f8
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Added in an initial test to blur the current screen for any pause actions, before doing a modal or new UI.
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3 weeks ago |
Zed A. Shaw
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28d19d80a2
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Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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3 weeks ago |
Zed A. Shaw
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59bbae0af0
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Added a couple of test enemies to the game for the next stream.
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3 weeks ago |
Zed A. Shaw
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8d661b785b
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World builder does a better job of placing entities in rooms and not walls.
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3 weeks ago |
Zed A. Shaw
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03c5546cdf
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World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
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3 weeks ago |
Zed A. Shaw
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6b4bc6cc11
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fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
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3 weeks ago |
Zed A. Shaw
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194cc6664b
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Lighting is working way better and now for world generation work.
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3 weeks ago |
Zed A. Shaw
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9c03e850b5
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Now have more fancy rooms with different floors to play with.
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4 weeks ago |
Zed A. Shaw
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f46b5f15ef
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Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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4 weeks ago |
Zed A. Shaw
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31620adf7a
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Update to SFML 2.6.2
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4 weeks ago |
Zed A. Shaw
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9ac8da30ea
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Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath.
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4 weeks ago |
Zed A. Shaw
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8a94108874
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Entities now look like they stand on the tiles.
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4 weeks ago |