46 Commits (c7607533ce5bbd4461f5804a2c88486b13c99b44)

Author SHA1 Message Date
Zed A. Shaw aadf15e439 Created an initial README. 1 week ago
Zed A. Shaw 3f7a9cc124 Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 2 weeks ago
Zed A. Shaw e86d474c7c Now have more test for the base functionality but need to push render tests and find a way to test the GUI. I've also brought in sol2 for lua integration but not sure what to do with it. 2 weeks ago
Zed A. Shaw d0d62836e3 Now have good coverage on map but need to actually confirm results in the test. 2 weeks ago
Zed A. Shaw 97255eb813 First coverage reports. Tests don't get near enough coverage but running the program does. 2 weeks ago
Zed A. Shaw 988edf13d7 Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast. 2 weeks ago
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. 2 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. 2 weeks ago
Zed A. Shaw 6174df5ec7 Lighting now works, now to get multiple lights. 2 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. 3 weeks ago
Zed A. Shaw fb1fd9d8bc A bit of some clean up, API unifying, and some performance tweaks. 3 weeks 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. 3 weeks ago
Zed A. Shaw c8fa68815b A bit more cleanup of render but kind of stuck on what to do further. 3 weeks ago
Zed A. Shaw 7cb03594a3 Renderer now knows how to render panels as grid/text based on how the panel is configured. 3 weeks ago
Zed A. Shaw f79e7638c0 Panel now holds data on how it should be rendered and render just uses that instead of calculating it. 3 weeks ago
Zed A. Shaw 1a3bbaedda Use the MID value for borders. 3 weeks 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. 4 weeks 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. 4 weeks ago
Zed A. Shaw e3cff8142c Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events. 4 weeks 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 7b5c84b5f7 Cleaned up the gui display some more for future GUI elements. 1 month ago
Zed A. Shaw 824a384ffd Font sizes and map view now work with arbitrary map sizes. 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. 1 month ago
Zed A. Shaw 67cacd5dcd Can actually save the game now. 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 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 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 3f87d19911 Simple event system for entities in the world. 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. 2 months ago
Zed A. Shaw 753bc70b77 Basic ragel test that can parse 1 ASNI sequence and do nothing with it. 2 months ago
Zed A. Shaw 4162287841 Implement a simple combat system and killing off enemies. See status for next steps. 2 months ago
Zed A. Shaw c19cd707d1 Better unit test for the collision system. 2 months ago
Zed A. Shaw 743f906bc7 Implemented a simple collision hash table. 2 months ago
Zed A. Shaw dbc2a10933 Very basic collision and combat to work out the idea and a logging system on the left. 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 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 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 6cb3366912 I can make a map with one room 'randomly' generated and calculate paths. 3 months ago
Zed A. Shaw d7b1cf0bf9 Got a really terrible map in the middle of a two panel UI. Next step is to get the dijkstra algorithm working and make a real map with it. 3 months ago