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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2 days 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 days 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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5 days 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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6 days 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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6 days 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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6 days 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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6 days 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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1 week 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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1 week 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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1 week ago |
Zed A. Shaw
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7d3605f58b
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A bit of cleanup and testing of the panel, then some optimization to avoid re-rendering and multiple wchar converts.
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2 weeks ago |
Zed A. Shaw
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6e848004c4
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Panel is working and now I can work on the gui interactions parts.
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2 weeks ago |
Zed A. Shaw
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9bc9c9007f
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Now have a nice panel to hold all the UI panels we'll use later.
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2 weeks ago |
Zed A. Shaw
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baaf56d4de
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Can do better rendering of individual components and 'panels' but it's not too clean right now.
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2 weeks ago |
Zed A. Shaw
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7b5c84b5f7
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Cleaned up the gui display some more for future GUI elements.
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2 weeks ago |
Zed A. Shaw
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824a384ffd
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Font sizes and map view now work with arbitrary map sizes.
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2 weeks ago |
Zed A. Shaw
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2dccc6b17b
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Initial fix of the crash with different map sizes but that's not the ultimate fix.
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2 weeks ago |
Zed A. Shaw
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43fb60ebaa
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Removed the ambient sound until I can redesign it.
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2 weeks ago |
Zed A. Shaw
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113811bc84
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Got some new sounds and camera shake came back but has a bug.
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2 weeks ago |
Zed A. Shaw
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ed9d0de8e0
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Event system now accepts any data and the GUI receives simpler events with data for them.
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2 weeks ago |
Zed A. Shaw
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0e79288afc
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More notes on the next things to do.
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2 weeks ago |
Zed A. Shaw
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011fee4872
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A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain'
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2 weeks ago |
Zed A. Shaw
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99d56b246c
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Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out.
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3 weeks ago |
Zed A. Shaw
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da63f006c2
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Config and save system almost there.
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3 weeks ago |
Zed A. Shaw
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d113dba42f
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Almost working save sytem but the data I store is totally wrong. I need to also save the entity IDs being used and map them to the components.
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3 weeks ago |
Zed A. Shaw
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707e9e3d6e
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Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal.
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3 weeks ago |
Zed A. Shaw
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35ef1e786d
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A bit more cleanup before I redesign the renderer.
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3 weeks ago |
Zed A. Shaw
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9397af2a11
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Rendering code stripped out of the GUI code.
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3 weeks ago |
Zed A. Shaw
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009b1e63a7
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More refactoring to get the GUI dumber.
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4 weeks ago |
Zed A. Shaw
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2fdbd63f4c
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Cleaning up and sorting out how to use the new events best.
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4 weeks ago |
Zed A. Shaw
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04350cb51e
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GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
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4 weeks ago |
Zed A. Shaw
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143fe7784c
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Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
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4 weeks ago |
Zed A. Shaw
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4ed06b10b1
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Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals.
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4 weeks ago |
Zed A. Shaw
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9102bdc8ad
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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.
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4 weeks ago |
Zed A. Shaw
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4162287841
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Implement a simple combat system and killing off enemies. See status for next steps.
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4 weeks ago |
Zed A. Shaw
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5a123ae74c
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Refactor some code to have better naming and move Point and related point things into their own .hpp.
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4 weeks ago |
Zed A. Shaw
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ec1ed23c52
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Now using a simple collision map to track entities and then determine if they're near the player for attacking.
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4 weeks ago |
Zed A. Shaw
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dbc2a10933
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Very basic collision and combat to work out the idea and a logging system on the left.
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4 weeks ago |
Zed A. Shaw
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e57a13846f
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A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits.
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1 month ago |
Zed A. Shaw
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9083582420
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Make it possible to zoom in/out, but I may make this a combat thing where it's zoomed out until you encounter an enemy.
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1 month ago |
Zed A. Shaw
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02a45d890f
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Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming.
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1 month ago |
Zed A. Shaw
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9f1e9717a0
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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.
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1 month ago |
Zed A. Shaw
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31c86fa2b3
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Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested.
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1 month ago |
Zed A. Shaw
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08d71f9bdc
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Super duper slow but this renders the text glyphs directly as sprites so I can do special colorization. Probalby then need to process the ftxui color ansi codes.
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1 month ago |
Zed A. Shaw
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fe5f7673ea
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Remove some unused variables.
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1 month ago |
Zed A. Shaw
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da64e526c4
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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.
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1 month ago |
Zed A. Shaw
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1bb8999610
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A bit more cleanup, but still looking for more organization.
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1 month ago |
Zed A. Shaw
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e42647d727
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I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
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1 month ago |
Zed A. Shaw
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33327154ad
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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.
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1 month ago |
Zed A. Shaw
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86c98c43c2
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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.
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1 month ago |