207 Commits (b66a3154c7c0c5de4813ff3bc900f24e795a527e)
 

Author SHA1 Message Date
Zed A. Shaw 54fa1a23ce 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. 3 weeks ago
Zed A. Shaw 0e8a2e520a Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play. 4 weeks ago
Zed A. Shaw 6174df5ec7 Lighting now works, now to get multiple lights. 4 weeks ago
Zed A. Shaw 4ceacecfda Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet. 4 weeks ago
Zed A. Shaw 62f986719d Quick hack to test finding a better light. If you find the gold you get a better light. 4 weeks ago
Zed A. Shaw a9217e8423 Now have a basic prototype lighting system. 4 weeks ago
Zed A. Shaw 1bb04b4562 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. 4 weeks ago
Zed A. Shaw fb1fd9d8bc A bit of some clean up, API unifying, and some performance tweaks. 4 weeks ago
Zed A. Shaw a4926bedcb Get a better cell size for the rendering of the image. 1 month ago
Zed A. Shaw 6f0f3f01d9 A bit of playing with sizes and motion on the image. 1 month ago
Zed A. Shaw 15a302d133 Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job. 1 month ago
Zed A. Shaw 19b8bf1850 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. 1 month ago
Zed A. Shaw 3bb3b654e7 Fixes to build on non-windows and give the answer parser a real name. 1 month ago
Zed A. Shaw 111429b974 A slight improvement to avoid rendering boxes behind text that is default bg color. 1 month ago
Zed A. Shaw be144e2a05 Start of image to ansi converter. 1 month ago
Zed A. Shaw b7002917c1 Color is now in one nice location. 1 month ago
Zed A. Shaw c8fa68815b A bit more cleanup of render but kind of stuck on what to do further. 1 month ago
Zed A. Shaw 7cb03594a3 Renderer now knows how to render panels as grid/text based on how the panel is configured. 1 month ago
Zed A. Shaw f79e7638c0 Panel now holds data on how it should be rendered and render just uses that instead of calculating it. 1 month ago
Zed A. Shaw 1a3bbaedda Use the MID value for borders. 1 month ago
Zed A. Shaw 958c8545a7 It's actually better to just use FTXUI's Modal system than to invent my own. 1 month ago
Zed A. Shaw 88d362d6a5 A little clean up while I think about how to do this.... 1 month ago
Zed A. Shaw d36c42038d Simple mouse clicks working but probably wrong coordinates. 1 month ago
Zed A. Shaw 64855f3c90 The gui can now pop open a modal based on clicking a button but I need to manage focus next. 1 month ago
Zed A. Shaw 34c84343db Mostly working now, just had to manually calculate the grid. Needs a cleanup but I'm moving on for now. 1 month 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 month ago
Zed A. Shaw 96ee16e598 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. 1 month ago
Zed A. Shaw e3cff8142c Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events. 1 month ago
Zed A. Shaw 7d3605f58b A bit of cleanup and testing of the panel, then some optimization to avoid re-rendering and multiple wchar converts. 1 month ago
Zed A. Shaw 6e848004c4 Panel is working and now I can work on the gui interactions parts. 1 month ago
Zed A. Shaw 9bc9c9007f Now have a nice panel to hold all the UI panels we'll use later. 1 month ago
Zed A. Shaw baaf56d4de Can do better rendering of individual components and 'panels' but it's not too clean right now. 1 month ago
Zed A. Shaw 7b5c84b5f7 Cleaned up the gui display some more for future GUI elements. 1 month ago
Zed A. Shaw 2ced72a475 Slight improvement in the renderer efficiency. 1 month ago
Zed A. Shaw 824a384ffd Font sizes and map view now work with arbitrary map sizes. 1 month ago
Zed A. Shaw 2dccc6b17b Initial fix of the crash with different map sizes but that's not the ultimate fix. 1 month ago
Zed A. Shaw 809ec9ed0d Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish 1 month ago
Zed A. Shaw 5af6d75b4c FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts. 1 month ago
Zed A. Shaw badc0ca438 The json output is a problem but I don't even use it. 1 month ago
Zed A. Shaw 43fb60ebaa Removed the ambient sound until I can redesign it. 1 month ago
Zed A. Shaw 113811bc84 Got some new sounds and camera shake came back but has a bug. 1 month ago
Zed A. Shaw ed9d0de8e0 Event system now accepts any data and the GUI receives simpler events with data for them. 1 month ago
Zed A. Shaw 0e79288afc More notes on the next things to do. 2 months ago
Zed A. Shaw 011fee4872 A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain' 2 months ago
Zed A. Shaw 0a268591c2 Started working on the loot system which will eventually become the inventory/improved collision system. 2 months ago
Zed A. Shaw c1d43694b0 Couldn't debug the map size crash so just did this small change until I can. 2 months ago
Zed A. Shaw 67cacd5dcd Can actually save the game now. 2 months ago
Zed A. Shaw b2ed598c1f Kind of working save now, but does have problems with dead things. 2 months ago
Zed A. Shaw 99d56b246c Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out. 2 months ago
Zed A. Shaw 6add24fed2 Big revelation is that anytime you're doing file I/O you _must_ use std::filesystem. It simplifies so much about working with files. 2 months ago