Zed A. Shaw
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59a6882b70
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Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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1 week ago |
Zed A. Shaw
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2825faf038
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You can now go down stairs to new levels, but when you do you become stairs or a random monster.
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2 weeks ago |
Zed A. Shaw
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c14efee9ea
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First step in refactoring to allow for multiple levels. Next is to clean up the APIs and sort out how things will be notified that they have to switch levels.
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2 weeks ago |
Zed A. Shaw
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18a5f6bfa9
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Setup for the LevelManager to take charge of all level operations.
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2 weeks ago |
Zed A. Shaw
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fc61ef42ac
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Figured out the easiest way to set a panel to be centered, but a lot of these config things need to be unified and cleaned up.
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3 weeks ago |
Zed A. Shaw
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269af02993
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There's now a GUI that shows up when you interact with stairs down.
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3 weeks ago |
Zed A. Shaw
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e63a8dd920
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Using an event for the device interaction is better. If I get to where there's tons of devices then I'll rethink it but right now this is less convoluted.
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3 weeks ago |
Zed A. Shaw
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8defc0bedf
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Initial idea for the interactive devices thing but I kind of hate it. Going to try another idea that will be simpler.
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3 weeks 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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4 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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4 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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4 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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4 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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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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d7353a02df
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Initial layout of an item inventory UI.
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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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5a6494acf5
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Fixing a stupid bug where it would crash because a fact wasn't in the world.
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2 months ago |
Zed A. Shaw
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93f53d1714
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Tests are failing but catch2 is too stupid to actually tell me where so here you go. Now if you hit L it'll turn the lights up to max and if you hit P it will show the pathing.
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2 months ago |
Zed A. Shaw
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ffc787df64
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Designer is working great now, and this fixes a bunch of things about the mouse.
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2 months ago |
Zed A. Shaw
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0edd948101
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A barely working tool to find font characters and pick their color.
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2 months ago |
Zed A. Shaw
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6b3ce5eb3d
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Fixed a bunch of random little bugs everywhere.
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2 months ago |
Zed A. Shaw
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eb0ca38e30
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Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
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2 months ago |
Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2 months ago |
Zed A. Shaw
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ae43dad499
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Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits.
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2 months ago |
Zed A. Shaw
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c7607533ce
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A bit of a quick test for the GUI system, but not sure how to make this do more.
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2 months ago |
Zed A. Shaw
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48df9248b2
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Testing is almost complete, but now I'm in the area where it's a lot of interaction and probably need mocks or a way to inject keys to the gui.
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2 months ago |
Zed A. Shaw
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bdfd61c8e7
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GUI had old code when I was toying with doing lighting with a png.
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2 months ago |
Zed A. Shaw
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3f7a9cc124
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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.
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2 months ago |
Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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2 months ago |
Zed A. Shaw
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1bb04b4562
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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.
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2 months ago |
Zed A. Shaw
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fb1fd9d8bc
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A bit of some clean up, API unifying, and some performance tweaks.
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2 months ago |
Zed A. Shaw
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15a302d133
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Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job.
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3 months ago |
Zed A. Shaw
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19b8bf1850
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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.
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3 months ago |
Zed A. Shaw
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7cb03594a3
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Renderer now knows how to render panels as grid/text based on how the panel is configured.
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3 months ago |
Zed A. Shaw
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958c8545a7
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It's actually better to just use FTXUI's Modal system than to invent my own.
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3 months ago |
Zed A. Shaw
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88d362d6a5
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A little clean up while I think about how to do this....
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3 months ago |
Zed A. Shaw
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d36c42038d
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Simple mouse clicks working but probably wrong coordinates.
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3 months ago |
Zed A. Shaw
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64855f3c90
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The gui can now pop open a modal based on clicking a button but I need to manage focus next.
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3 months ago |
Zed A. Shaw
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89a70f398a
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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.
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3 months ago |
Zed A. Shaw
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96ee16e598
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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.
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3 months ago |
Zed A. Shaw
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e3cff8142c
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Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events.
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3 months ago |