Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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1 week 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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2 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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2 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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2 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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2 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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2 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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2 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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2 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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2 weeks ago |
Zed A. Shaw
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be144e2a05
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Start of image to ansi converter.
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2 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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2 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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2 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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2 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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2 weeks ago |
Zed A. Shaw
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1a3bbaedda
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Use the MID value for borders.
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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks ago |
Zed A. Shaw
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34c84343db
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Mostly working now, just had to manually calculate the grid. Needs a cleanup but I'm moving on for now.
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2 weeks 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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3 weeks 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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3 weeks 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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3 weeks 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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3 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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3 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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3 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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3 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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3 weeks ago |
Zed A. Shaw
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2ced72a475
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Slight improvement in the renderer efficiency.
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4 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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4 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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4 weeks ago |
Zed A. Shaw
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809ec9ed0d
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Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish
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4 weeks ago |
Zed A. Shaw
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5af6d75b4c
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FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts.
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4 weeks ago |
Zed A. Shaw
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badc0ca438
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The json output is a problem but I don't even use it.
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4 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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4 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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4 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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4 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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4 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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4 weeks ago |
Zed A. Shaw
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0a268591c2
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Started working on the loot system which will eventually become the inventory/improved collision system.
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4 weeks ago |
Zed A. Shaw
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c1d43694b0
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Couldn't debug the map size crash so just did this small change until I can.
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4 weeks ago |
Zed A. Shaw
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67cacd5dcd
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Can actually save the game now.
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4 weeks ago |
Zed A. Shaw
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b2ed598c1f
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Kind of working save now, but does have problems with dead things.
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4 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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4 weeks ago |
Zed A. Shaw
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6add24fed2
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Big revelation is that anytime you're doing file I/O you _must_ use std::filesystem. It simplifies so much about working with files.
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4 weeks ago |
Zed A. Shaw
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da63f006c2
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Config and save system almost there.
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4 weeks ago |
Zed A. Shaw
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71bc97a016
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Save system should work better now, just needed to switch to basic map. This would probably a lot better if tser.hpp supported std::any.
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4 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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4 weeks ago |
Zed A. Shaw
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babc190525
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Tser can now output wstring and already saves wstring, so now need to use it.
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4 weeks ago |
Zed A. Shaw
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b113b90257
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Cleaned up the tests for tser more and then removed cereal.
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4 weeks ago |