119 Commits (badc0ca4387f3ea48231ba7b9fa42496044e351c)
 

Author SHA1 Message Date
Zed A. Shaw 5a123ae74c Refactor some code to have better naming and move Point and related point things into their own .hpp. 1 month ago
Zed A. Shaw c19cd707d1 Better unit test for the collision system. 1 month ago
Zed A. Shaw ec1ed23c52 Now using a simple collision map to track entities and then determine if they're near the player for attacking. 1 month ago
Zed A. Shaw 743f906bc7 Implemented a simple collision hash table. 1 month ago
Zed A. Shaw dbc2a10933 Very basic collision and combat to work out the idea and a logging system on the left. 1 month ago
Zed A. Shaw 98993481b0 Playing around with it some more to see how a move would work. 1 month ago
Zed A. Shaw 98baa13264 Tried out Google's AI response to the question of a C++ spatial hash and it kind of came close. This took some massaging but it could work. 1 month ago
Zed A. Shaw 6f2fba4f7f Make a few comments to keep this straight. 1 month ago
Zed A. Shaw e57a13846f A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits. 1 month ago
Zed A. Shaw 9083582420 Make it possible to zoom in/out, but I may make this a combat thing where it's zoomed out until you encounter an enemy. 1 month ago
Zed A. Shaw 02a45d890f Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming. 1 month ago
Zed A. Shaw 9f1e9717a0 Super jank prototype of my idea but I am rendering multiple characters per cell to give the effect of a more complex character. Now to make this a data setup so it's easy to make characters. Also, probably have little add ons to show things like weapons equiped, etc. 2 months ago
Zed A. Shaw 31c86fa2b3 Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested. 2 months ago
Zed A. Shaw 08d71f9bdc Super duper slow but this renders the text glyphs directly as sprites so I can do special colorization. Probalby then need to process the ftxui color ansi codes. 2 months ago
Zed A. Shaw fe5f7673ea Remove some unused variables. 2 months ago
Zed A. Shaw 8b61a4fad8 Forgot to set targets for pathing. 2 months ago
Zed A. Shaw 3dae65fe82 Merge in the refactor from earlier. 2 months ago
Zed A. Shaw da64e526c4 Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport. 2 months ago
Zed A. Shaw 1bb8999610 A bit more cleanup, but still looking for more organization. 2 months ago
Zed A. Shaw e42647d727 I think I've got my head around what ECS does and am slowly reshaping the engine to use it better. 2 months ago
Zed A. Shaw da04c5ec54 Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies. 2 months 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 b9c27cd6ba Now calling this DinkyECS and will use it in the game to move the enemies and such. 2 months ago
Zed A. Shaw 085777706e A few more little features like facts and the ability to store a system for later running. 2 months ago
Zed A. Shaw cc4f83a1d1 Just wrote my own entity system to figure it out. 2 months ago
Zed A. Shaw a3eaf78fd3 Brought in FLECS to play with, tomorrow we learn it. 2 months ago
Zed A. Shaw b8a0d9bbd1 Now able to render the map at a different size from the rest of the UI and also only shake the map. 2 months ago
Zed A. Shaw 77945be4d7 Record some bugs. 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 6f952bfd28 Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size. 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 187edb898e Mostly all cleaned up now. 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 cac7017563 Prepared to rework and refactor. 2 months ago
Zed A. Shaw 1404144af8 Ignore more irrelevant things. 2 months ago
Zed A. Shaw 8aa982e5ea Make the changes for the new assets layout. 2 months ago
Zed A. Shaw feda66defd Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. 2 months ago
Zed A. Shaw 69fa7d9e4e Make doors randomly on the rooms. 2 months ago
Zed A. Shaw dd6d29ed7d A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you. 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