Zed A. Shaw
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d2162910f6
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Implemented configurable randomization in the world builder, and then got the beginning of devices to work for the next part of going down a level through stairs.
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7 days ago |
Zed A. Shaw
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b16405cfdc
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Better random entity placement and config of entities is now more generic.
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1 week ago |
Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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1 week ago |
Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2 weeks ago |
Zed A. Shaw
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222b39c403
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Fixed up building enemies and items using componentsin the JSON.
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2 weeks ago |
Zed A. Shaw
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9ce4fbd552
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Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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2 weeks ago |
Zed A. Shaw
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f2864a62ee
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Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies.
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2 weeks ago |
Zed A. Shaw
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8e4add25a9
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A little more cleanup and then removing any completed bug notes.
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2 weeks ago |
Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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2 weeks ago |
Zed A. Shaw
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135d9a128b
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Basic inventory system working and can pick up items but needs to be reflected in the UI next.
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3 weeks ago |
Zed A. Shaw
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3d461bce6d
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Very simple items system to get into the inventory work.
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3 weeks ago |
Zed A. Shaw
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d8400d0a76
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Tinkering with a way to do modal UIs for things like inventory etc.
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3 weeks ago |
Zed A. Shaw
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59bbae0af0
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Added a couple of test enemies to the game for the next stream.
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3 weeks ago |
Zed A. Shaw
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03c5546cdf
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World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
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3 weeks ago |
Zed A. Shaw
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8a94108874
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Entities now look like they stand on the tiles.
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4 weeks ago |
Zed A. Shaw
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5a6494acf5
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Fixing a stupid bug where it would crash because a fact wasn't in the world.
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1 month ago |
Zed A. Shaw
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93f53d1714
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Tests are failing but catch2 is too stupid to actually tell me where so here you go. Now if you hit L it'll turn the lights up to max and if you hit P it will show the pathing.
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1 month ago |
Zed A. Shaw
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d916d1c383
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A very jank circle algorithm that overdraws many of the lines but mostly works.
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1 month ago |
Zed A. Shaw
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1295e9631d
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A slightly working flood iterator and a working compass iterator.
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1 month ago |
Zed A. Shaw
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70cd963e5c
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Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
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1 month ago |
Zed A. Shaw
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da0b941dfd
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A first exploration of doing a matrix iterator.
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1 month ago |
Zed A. Shaw
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ee1e2e5bc5
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Started working on a random flood function for paths to do things like fill rooms with stuff.
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1 month ago |
Zed A. Shaw
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ffc787df64
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Designer is working great now, and this fixes a bunch of things about the mouse.
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1 month ago |
Zed A. Shaw
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f05f652c26
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Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates.
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1 month ago |
Zed A. Shaw
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a9e25668fb
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Rought font extractor that probably has a memory error causing it to behave mysteriously, and the designer now uses a json file of the characters that will work.
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1 month ago |
Zed A. Shaw
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9ab064126f
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Before freetype2 use to iterate through the font's glyphs diretly.
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1 month ago |
Zed A. Shaw
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0edd948101
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A barely working tool to find font characters and pick their color.
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1 month ago |
Zed A. Shaw
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6b3ce5eb3d
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Fixed a bunch of random little bugs everywhere.
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2 months ago |
Zed A. Shaw
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2f8c9bd1a9
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Change the color namespace to ColorValue. Need to come up with the organizational theme for the code.
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2 months ago |
Zed A. Shaw
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eb0ca38e30
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Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
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2 months ago |
Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2 months ago |
Zed A. Shaw
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ae43dad499
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Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits.
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2 months ago |
Zed A. Shaw
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0b4392dbcc
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Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want.
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2 months ago |
Zed A. Shaw
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aadf15e439
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Created an initial README.
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2 months ago |
Zed A. Shaw
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3f7a9cc124
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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.
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2 months ago |
Zed A. Shaw
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e86d474c7c
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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.
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2 months ago |
Zed A. Shaw
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d0d62836e3
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Now have good coverage on map but need to actually confirm results in the test.
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2 months ago |
Zed A. Shaw
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97255eb813
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First coverage reports. Tests don't get near enough coverage but running the program does.
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2 months ago |
Zed A. Shaw
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988edf13d7
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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.
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2 months ago |
Zed A. Shaw
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54fa1a23ce
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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.
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2 months ago |
Zed A. Shaw
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0e8a2e520a
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Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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2 months ago |
Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2 months ago |
Zed A. Shaw
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1bb04b4562
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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.
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2 months ago |
Zed A. Shaw
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fb1fd9d8bc
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A bit of some clean up, API unifying, and some performance tweaks.
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2 months ago |
Zed A. Shaw
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15a302d133
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Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job.
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2 months ago |
Zed A. Shaw
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c8fa68815b
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A bit more cleanup of render but kind of stuck on what to do further.
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2 months ago |
Zed A. Shaw
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7cb03594a3
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Renderer now knows how to render panels as grid/text based on how the panel is configured.
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2 months ago |
Zed A. Shaw
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f79e7638c0
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Panel now holds data on how it should be rendered and render just uses that instead of calculating it.
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2 months ago |
Zed A. Shaw
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1a3bbaedda
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Use the MID value for borders.
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2 months ago |
Zed A. Shaw
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64855f3c90
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The gui can now pop open a modal based on clicking a button but I need to manage focus next.
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2 months ago |