Zed A. Shaw
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54fa1a23ce
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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.
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3 weeks ago |
Zed A. Shaw
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0e8a2e520a
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Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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4 weeks ago |
Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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4 weeks ago |
Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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4 weeks ago |
Zed A. Shaw
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62f986719d
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Quick hack to test finding a better light. If you find the gold you get a better light.
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4 weeks ago |
Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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4 weeks 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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4 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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4 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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be144e2a05
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Start of image to ansi converter.
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1 month ago |
Zed A. Shaw
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b7002917c1
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Color is now in one nice location.
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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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1a3bbaedda
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Use the MID value for borders.
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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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 month 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 month 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 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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2ced72a475
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Slight improvement in the renderer efficiency.
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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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 months 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 months 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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2 months 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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2 months ago |
Zed A. Shaw
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67cacd5dcd
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Can actually save the game now.
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2 months 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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2 months 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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2 months 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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2 months ago |