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
|
33327154ad
|
DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
|
2 months ago |
Zed A. Shaw
|
86c98c43c2
|
Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
|
2 months ago |
Zed A. Shaw
|
cc4f83a1d1
|
Just wrote my own entity system to figure it out.
|
2 months ago |
Zed A. Shaw
|
f9bf8f06ea
|
Some jank test visual effects are working.
|
2 months ago |
Zed A. Shaw
|
243d15c123
|
Just don't prevent start points being in walls.
|
2 months ago |
Zed A. Shaw
|
5cf66aad02
|
Conver to using \ for member variables in classes. In structs just use the name.
|
2 months ago |
Zed A. Shaw
|
10e5f53292
|
Mostly pulled out all of the ftxui rendering into cleaner areas.
|
2 months 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
|
69fa7d9e4e
|
Make doors randomly on the rooms.
|
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
|
bcc524861e
|
Map generation is working well, and some cleanup.
|
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
|
b100950877
|
Move the random gen to a global for now.
|
2 months ago |
Zed A. Shaw
|
a37a40d45f
|
Slightly better parition and map_drawing.
|
2 months ago |
Zed A. Shaw
|
44f11d5ddd
|
Refactor into the class for more work.
|
2 months ago |
Zed A. Shaw
|
04b16c75ad
|
Undo the dijk test.
|
2 months ago |
Zed A. Shaw
|
68d6b9e90c
|
If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
|
2 months ago |
Zed A. Shaw
|
997a3ab45b
|
Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
|
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
|
5f09747109
|
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
|
61d2747441
|
It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first.
|
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
|
ebb5360c5c
|
Fixed the bug that made walls not receive the algorithm.
|
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 |