119 Commits (badc0ca4387f3ea48231ba7b9fa42496044e351c)
 

Author SHA1 Message Date
Zed A. Shaw badc0ca438 The json output is a problem but I don't even use it. 4 weeks ago
Zed A. Shaw 43fb60ebaa Removed the ambient sound until I can redesign it. 4 weeks ago
Zed A. Shaw 113811bc84 Got some new sounds and camera shake came back but has a bug. 4 weeks ago
Zed A. Shaw ed9d0de8e0 Event system now accepts any data and the GUI receives simpler events with data for them. 4 weeks ago
Zed A. Shaw 0e79288afc More notes on the next things to do. 4 weeks 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' 4 weeks ago
Zed A. Shaw 0a268591c2 Started working on the loot system which will eventually become the inventory/improved collision system. 4 weeks ago
Zed A. Shaw c1d43694b0 Couldn't debug the map size crash so just did this small change until I can. 4 weeks ago
Zed A. Shaw 67cacd5dcd Can actually save the game now. 4 weeks ago
Zed A. Shaw b2ed598c1f Kind of working save now, but does have problems with dead things. 4 weeks 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. 4 weeks 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. 4 weeks ago
Zed A. Shaw da63f006c2 Config and save system almost there. 4 weeks ago
Zed A. Shaw 71bc97a016 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. 4 weeks ago
Zed A. Shaw d113dba42f 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. 4 weeks ago
Zed A. Shaw babc190525 Tser can now output wstring and already saves wstring, so now need to use it. 4 weeks ago
Zed A. Shaw b113b90257 Cleaned up the tests for tser more and then removed cereal. 4 weeks ago
Zed A. Shaw bf57713416 Stripped tser.hpp down to the essentials so I can study it. No base64 encoding, less than comparison (wtf is that for), and I may even remove the 'json' output. 1 month 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. 1 month ago
Zed A. Shaw ddf1ba955c Now have a working config manager that can exist in the world properly. 1 month ago
Zed A. Shaw f6ddf4b03b Make it clear this is testing an ftxui setting. 1 month ago
Zed A. Shaw f223257aad Have to tweak when to test that true color is set, and also when to do it for the test. 1 month 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. 1 month 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. 1 month ago
Zed A. Shaw 24b1e4a500 Further cleaning of the renderer. 1 month ago
Zed A. Shaw fd8180bc61 Refactored the ansi_parser into a class that can be reused between render calls. 1 month ago
Zed A. Shaw e864e14eab Rendering with color is working now but still has problems with enabling/resetting the default colors. 1 month ago
Zed A. Shaw a36b187879 Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later. 1 month ago
Zed A. Shaw ae484bf425 ANSI code renderer starts working but I have to make it utf8/wchar_t friendly. 1 month ago
Zed A. Shaw 6ca4614fcb A bit better method of setting foreground vs. background. 1 month ago
Zed A. Shaw 2d550978b8 This seems to be the best way to do this, but I kepts a few other experiments in scratchpad. 1 month ago
Zed A. Shaw 058ab23fa2 This also does almost the same thing but using fgoto to switch between ansi and not. 1 month ago
Zed A. Shaw f32b39afe2 Barely working ansi color codes parser but I _really_ don't like this one. Too much code to just get it to process correctly which means it'll be brittle as hell later. 1 month ago
Zed A. Shaw a44a9a04f9 Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct. 1 month ago
Zed A. Shaw 3394327981 Better working but still picks up stray numbers I didn't specify. 1 month ago
Zed A. Shaw 74310304bd Start of a ragel parser that can do the ansi code parsing for me. 1 month ago
Zed A. Shaw 35ef1e786d A bit more cleanup before I redesign the renderer. 1 month ago
Zed A. Shaw 9397af2a11 Rendering code stripped out of the GUI code. 1 month ago
Zed A. Shaw 009b1e63a7 More refactoring to get the GUI dumber. 1 month ago
Zed A. Shaw 2fdbd63f4c Cleaning up and sorting out how to use the new events best. 1 month ago
Zed A. Shaw 04350cb51e 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. 1 month ago
Zed A. Shaw da8011cb14 Can just use the enum as the type for the map but it'd be nicer if I could use a class enum without tons of template BS. 1 month ago
Zed A. Shaw 3f87d19911 Simple event system for entities in the world. 1 month ago
Zed A. Shaw ea6cf1362b Create a test for the ECS before we add more functionality. 1 month ago
Zed A. Shaw 143fe7784c Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 1 month ago
Zed A. Shaw 4ed06b10b1 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. 1 month ago
Zed A. Shaw 9102bdc8ad 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. 1 month ago
Zed A. Shaw 753bc70b77 Basic ragel test that can parse 1 ASNI sequence and do nothing with it. 1 month ago
Zed A. Shaw 4162287841 Implement a simple combat system and killing off enemies. See status for next steps. 1 month ago
Zed A. Shaw 62562faad3 Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player. 1 month ago