36 Commits (a4926bedcb395b02abfbd33183c798579537ef4e)

Author SHA1 Message Date
Zed A. Shaw 15a302d133 Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job. 2 days ago
Zed A. Shaw 3bb3b654e7 Fixes to build on non-windows and give the answer parser a real name. 4 days ago
Zed A. Shaw 89a70f398a 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. 1 week ago
Zed A. Shaw 0e79288afc More notes on the next things to do. 2 weeks ago
Zed A. Shaw 0a268591c2 Started working on the loot system which will eventually become the inventory/improved collision system. 2 weeks ago
Zed A. Shaw 67cacd5dcd Can actually save the game now. 2 weeks ago
Zed A. Shaw b2ed598c1f Kind of working save now, but does have problems with dead things. 2 weeks ago
Zed A. Shaw da63f006c2 Config and save system almost there. 3 weeks 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. 3 weeks ago
Zed A. Shaw ddf1ba955c Now have a working config manager that can exist in the world properly. 3 weeks ago
Zed A. Shaw 707e9e3d6e Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 3 weeks ago
Zed A. Shaw 0ba789697a Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way. 3 weeks ago
Zed A. Shaw e864e14eab Rendering with color is working now but still has problems with enabling/resetting the default colors. 3 weeks ago
Zed A. Shaw 9397af2a11 Rendering code stripped out of the GUI code. 3 weeks ago
Zed A. Shaw 009b1e63a7 More refactoring to get the GUI dumber. 4 weeks ago
Zed A. Shaw 710076edfb Pulled most of the variables out so now I can carve out functions. 2 months ago
Zed A. Shaw a7f6357e12 Refactor the entity out. 2 months ago
Zed A. Shaw cac7017563 Prepared to rework and refactor. 2 months ago
Zed A. Shaw 8aa982e5ea Make the changes for the new assets layout. 2 months ago
Zed A. Shaw feda66defd Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. 2 months ago
Zed A. Shaw 69fa7d9e4e Make doors randomly on the rooms. 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 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 f48f9d9bc5 If you just pick the wider of the dimensions then you get a more even spread vs random direction. 2 months ago
Zed A. Shaw e1ebea7451 Working mostly correct now, just need to tweak how it works more and work on connections. 2 months ago
Zed A. Shaw 56cc38006b NOTWORKING: Committing this so I can show the changes I made on the next stream. 2 months ago
Zed A. Shaw 62195e6eea A dirty first cut at a single random horiz/vert split for the BSP algorithm. 2 months ago
Zed A. Shaw 6cb3366912 I can make a map with one room 'randomly' generated and calculate paths. 2 months ago
Zed A. Shaw 8b67a25732 Cleaned up the map for more work. 2 months ago
Zed A. Shaw 4f863c2635 Dijkstra thing is working on a sample map. 2 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. 2 months ago
Zed A. Shaw d7b1cf0bf9 Got a really terrible map in the middle of a two panel UI. Next step is to get the dijkstra algorithm working and make a real map with it. 2 months ago
Zed A. Shaw 6afb13a50b A better starter for the project. 2 months ago
Zed A. Shaw ad143dca05 Initial commit that has most of what I need. 2 months ago