Zed A. Shaw
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9ab064126f
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Before freetype2 use to iterate through the font's glyphs diretly.
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3 days ago |
Zed A. Shaw
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c483649e20
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Can actually use it to find glyphs now.
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4 days 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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5 days 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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7 days ago |
Zed A. Shaw
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f946d46936
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Fix up the gitignor and bring in the ragel manual for safe keeping.
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7 days ago |
Zed A. Shaw
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2f8c9bd1a9
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Change the color namespace to ColorValue. Need to come up with the organizational theme for the code.
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7 days ago |
Zed A. Shaw
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56b26e1c4a
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Matrix now just does the dumping but I need to make this more formal I think.
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7 days 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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7 days 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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1 week 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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1 week ago |
Zed A. Shaw
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2d5490131d
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Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish
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1 week ago |
Zed A. Shaw
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0b4392dbcc
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Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want.
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1 week ago |
Zed A. Shaw
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381b82ee4e
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Small fix to build on non-windows platforms.
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1 week 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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1 week 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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1 week ago |
Zed A. Shaw
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2576b16869
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Test coverage back and save system should work again but have to confirm it in-game.
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1 week ago |
Zed A. Shaw
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6b4ebf7629
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More complete readme but need a screenshot.
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1 week 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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1 week ago |
Zed A. Shaw
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c11384df59
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Forgot the little matrix wrapper.
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1 week ago |
Zed A. Shaw
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aadf15e439
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Created an initial README.
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1 week ago |
Zed A. Shaw
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68d8bdce12
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Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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1 week 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 weeks ago |
Zed A. Shaw
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e05335b153
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Initial stab at pulling the pathing out.
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2 weeks ago |
Zed A. Shaw
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d515c33afc
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Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely.
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2 weeks ago |
Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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2 weeks ago |
Zed A. Shaw
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e86d474c7c
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Now have more test for the base functionality but need to push render tests and find a way to test the GUI. I've also brought in sol2 for lua integration but not sure what to do with it.
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2 weeks ago |
Zed A. Shaw
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d0d62836e3
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Now have good coverage on map but need to actually confirm results in the test.
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2 weeks ago |
Zed A. Shaw
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97255eb813
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First coverage reports. Tests don't get near enough coverage but running the program does.
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2 weeks ago |
Zed A. Shaw
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988edf13d7
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Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast.
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2 weeks ago |
Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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2 weeks ago |
Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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2 weeks ago |
Zed A. Shaw
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54fa1a23ce
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Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted.
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2 weeks ago |
Zed A. Shaw
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0e8a2e520a
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Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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2 weeks ago |
Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2 weeks 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 weeks ago |
Zed A. Shaw
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62f986719d
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Quick hack to test finding a better light. If you find the gold you get a better light.
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2 weeks ago |
Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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2 weeks 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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3 weeks 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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3 weeks ago |
Zed A. Shaw
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a4926bedcb
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Get a better cell size for the rendering of the image.
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3 weeks ago |
Zed A. Shaw
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6f0f3f01d9
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A bit of playing with sizes and motion on the image.
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3 weeks 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 weeks 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 weeks ago |
Zed A. Shaw
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3bb3b654e7
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Fixes to build on non-windows and give the answer parser a real name.
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3 weeks ago |
Zed A. Shaw
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111429b974
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A slight improvement to avoid rendering boxes behind text that is default bg color.
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3 weeks ago |
Zed A. Shaw
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be144e2a05
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Start of image to ansi converter.
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3 weeks ago |
Zed A. Shaw
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b7002917c1
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Color is now in one nice location.
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3 weeks ago |
Zed A. Shaw
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c8fa68815b
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A bit more cleanup of render but kind of stuck on what to do further.
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3 weeks 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 weeks ago |
Zed A. Shaw
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f79e7638c0
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Panel now holds data on how it should be rendered and render just uses that instead of calculating it.
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3 weeks ago |