217 Commits (9c03e850b50ed4170046fd484f524c22e4cdc2bf)
 

Author SHA1 Message Date
Zed A. Shaw 9c03e850b5 Now have more fancy rooms with different floors to play with. 1 week ago
Zed A. Shaw f46b5f15ef Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better. 2 weeks ago
Zed A. Shaw 31620adf7a Update to SFML 2.6.2 2 weeks ago
Zed A. Shaw 9ac8da30ea 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. 2 weeks ago
Zed A. Shaw 8a94108874 Entities now look like they stand on the tiles. 2 weeks ago
Zed A. Shaw 857cd2f910 Circle iterator now compensates for the matrix size and won't overflow. 2 weeks ago
Zed A. Shaw 35f2defc11 Better lighting and a circle algorithm that works more reliably. 2 weeks ago
Zed A. Shaw 03fe9b3d01 I can now create any tiles I want. First version is just one room will have a circular pool in it. 2 weeks ago
Zed A. Shaw 89e31279be Now have color and display char coming from assets/tiles.json but lighting still needs work. 2 weeks ago
Zed A. Shaw 7fe6ad174d Now have a configurable displayable tilemap to do better tiles. 2 weeks ago
Zed A. Shaw b66a3154c7 Basic tile map implemented. 2 weeks ago
Zed A. Shaw 290affa49a Upgraded to the latest winlibs/gcc 14. 2 weeks ago
Zed A. Shaw 5a6494acf5 Fixing a stupid bug where it would crash because a fact wasn't in the world. 3 weeks ago
Zed A. Shaw 93f53d1714 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. 3 weeks ago
Zed A. Shaw d916d1c383 A very jank circle algorithm that overdraws many of the lines but mostly works. 3 weeks ago
Zed A. Shaw d4b6c35120 Working line iterator, and mostly working flood iterator that should be good enough for world gen. 3 weeks ago
Zed A. Shaw 1295e9631d A slightly working flood iterator and a working compass iterator. 3 weeks ago
Zed A. Shaw 043c0d91df Now using the box iterator everywhere I can before writing a flood iterator. 3 weeks ago
Zed A. Shaw 547be19e68 Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator. 3 weeks ago
Zed A. Shaw 70cd963e5c Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working. 3 weeks ago
Zed A. Shaw 8e470df554 A bit of late night work designing the little iterators. 3 weeks ago
Zed A. Shaw da0b941dfd A first exploration of doing a matrix iterator. 3 weeks ago
Zed A. Shaw ee1e2e5bc5 Started working on a random flood function for paths to do things like fill rooms with stuff. 4 weeks ago
Zed A. Shaw e863bfa2fe Can now copy character codes. 4 weeks ago
Zed A. Shaw ffc787df64 Designer is working great now, and this fixes a bunch of things about the mouse. 4 weeks ago
Zed A. Shaw f05f652c26 Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates. 4 weeks ago
Zed A. Shaw cb2e766305 Merge in changes from OSX. 4 weeks ago
Zed A. Shaw a9e25668fb Rought font extractor that probably has a memory error causing it to behave mysteriously, and the designer now uses a json file of the characters that will work. 4 weeks ago
Zed A. Shaw 9ab064126f Before freetype2 use to iterate through the font's glyphs diretly. 4 weeks ago
Zed A. Shaw 3de70f71f3 Fix for OSX build. 4 weeks ago
Zed A. Shaw c483649e20 Can actually use it to find glyphs now. 4 weeks ago
Zed A. Shaw 0edd948101 A barely working tool to find font characters and pick their color. 1 month ago
Zed A. Shaw 6b3ce5eb3d Fixed a bunch of random little bugs everywhere. 1 month ago
Zed A. Shaw f946d46936 Fix up the gitignor and bring in the ragel manual for safe keeping. 1 month ago
Zed A. Shaw 2f8c9bd1a9 Change the color namespace to ColorValue. Need to come up with the organizational theme for the code. 1 month ago
Zed A. Shaw 56b26e1c4a Matrix now just does the dumping but I need to make this more formal I think. 1 month ago
Zed A. Shaw eb0ca38e30 Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT. 1 month ago
Zed A. Shaw 9abb39a3bf Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back. 1 month ago
Zed A. Shaw ae43dad499 Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits. 1 month ago
Zed A. Shaw 2d5490131d Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish 1 month 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 month ago
Zed A. Shaw 381b82ee4e Small fix to build on non-windows platforms. 1 month ago
Zed A. Shaw c7607533ce A bit of a quick test for the GUI system, but not sure how to make this do more. 1 month ago
Zed A. Shaw 48df9248b2 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. 1 month ago
Zed A. Shaw 2576b16869 Test coverage back and save system should work again but have to confirm it in-game. 1 month ago
Zed A. Shaw 6b4ebf7629 More complete readme but need a screenshot. 1 month ago
Zed A. Shaw bdfd61c8e7 GUI had old code when I was toying with doing lighting with a png. 1 month ago
Zed A. Shaw c11384df59 Forgot the little matrix wrapper. 1 month ago
Zed A. Shaw aadf15e439 Created an initial README. 1 month 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 month ago