44 Commits (9abb39a3bf9392ed0d5e856af1ee6ac724dd92fe)

Author SHA1 Message Date
Zed A. Shaw ae43dad499 Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits. 1 week ago
Zed A. Shaw 0b4392dbcc 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. 1 week ago
Zed A. Shaw 2576b16869 Test coverage back and save system should work again but have to confirm it in-game. 1 week ago
Zed A. Shaw 68d8bdce12 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. 1 week ago
Zed A. Shaw 3f7a9cc124 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. 2 weeks ago
Zed A. Shaw e05335b153 Initial stab at pulling the pathing out. 2 weeks ago
Zed A. Shaw d515c33afc Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely. 2 weeks ago
Zed A. Shaw 10c152a1c2 A bit of cleanup and refinement before refactoring. 2 weeks ago
Zed A. Shaw d0d62836e3 Now have good coverage on map but need to actually confirm results in the test. 2 weeks ago
Zed A. Shaw 435ad8f237 Enemy pathing is back. 2 weeks ago
Zed A. Shaw 54fa1a23ce 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. 2 weeks ago
Zed A. Shaw 4ceacecfda Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet. 2 weeks ago
Zed A. Shaw 15a302d133 Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job. 3 weeks ago
Zed A. Shaw 2dccc6b17b Initial fix of the crash with different map sizes but that's not the ultimate fix. 1 month ago
Zed A. Shaw 5af6d75b4c FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts. 1 month ago
Zed A. Shaw 011fee4872 A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain' 1 month ago
Zed A. Shaw c1d43694b0 Couldn't debug the map size crash so just did this small change until I can. 1 month ago
Zed A. Shaw 99d56b246c Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out. 1 month ago
Zed A. Shaw 713d400d17 Cereal works pretty well so I may use it, but there's one more library I want to try first called tser. 1 month ago
Zed A. Shaw e864e14eab Rendering with color is working now but still has problems with enabling/resetting the default colors. 1 month 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. 1 month ago
Zed A. Shaw ae484bf425 ANSI code renderer starts working but I have to make it utf8/wchar_t friendly. 1 month 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. 2 months ago
Zed A. Shaw 5a123ae74c Refactor some code to have better naming and move Point and related point things into their own .hpp. 2 months ago
Zed A. Shaw 743f906bc7 Implemented a simple collision hash table. 2 months 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. 2 months 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. 2 months 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. 2 months 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. 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 10e5f53292 Mostly pulled out all of the ftxui rendering into cleaner areas. 2 months ago
Zed A. Shaw a7f6357e12 Refactor the entity out. 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 6cb3366912 I can make a map with one room 'randomly' generated and calculate paths. 3 months ago
Zed A. Shaw 8b67a25732 Cleaned up the map for more work. 3 months ago
Zed A. Shaw ebb5360c5c Fixed the bug that made walls not receive the algorithm. 3 months ago
Zed A. Shaw 4d748d1f48 Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm. 3 months ago