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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5 days ago |
Zed A. Shaw
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db441000f8
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Added in an initial test to blur the current screen for any pause actions, before doing a modal or new UI.
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6 days ago |
Zed A. Shaw
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28d19d80a2
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Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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7 days 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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1 week ago |
Zed A. Shaw
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8d661b785b
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World builder does a better job of placing entities in rooms and not walls.
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1 week 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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1 week ago |
Zed A. Shaw
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6b4bc6cc11
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fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
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1 week ago |
Zed A. Shaw
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194cc6664b
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Lighting is working way better and now for world generation work.
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1 week ago |
Zed A. Shaw
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9c03e850b5
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Now have more fancy rooms with different floors to play with.
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1 week ago |
Zed A. Shaw
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f46b5f15ef
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Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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1 week ago |
Zed A. Shaw
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31620adf7a
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Update to SFML 2.6.2
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1 week ago |
Zed A. Shaw
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9ac8da30ea
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Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath.
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2 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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2 weeks ago |
Zed A. Shaw
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857cd2f910
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Circle iterator now compensates for the matrix size and won't overflow.
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2 weeks ago |
Zed A. Shaw
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35f2defc11
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Better lighting and a circle algorithm that works more reliably.
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2 weeks ago |
Zed A. Shaw
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03fe9b3d01
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I can now create any tiles I want. First version is just one room will have a circular pool in it.
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2 weeks ago |
Zed A. Shaw
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89e31279be
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Now have color and display char coming from assets/tiles.json but lighting still needs work.
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2 weeks ago |
Zed A. Shaw
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7fe6ad174d
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Now have a configurable displayable tilemap to do better tiles.
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2 weeks ago |
Zed A. Shaw
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b66a3154c7
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Basic tile map implemented.
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2 weeks ago |
Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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2 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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2 weeks 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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2 weeks 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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2 weeks ago |
Zed A. Shaw
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d4b6c35120
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Working line iterator, and mostly working flood iterator that should be good enough for world gen.
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2 weeks 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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3 weeks ago |
Zed A. Shaw
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043c0d91df
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Now using the box iterator everywhere I can before writing a flood iterator.
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3 weeks ago |
Zed A. Shaw
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547be19e68
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Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator.
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3 weeks 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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3 weeks ago |
Zed A. Shaw
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8e470df554
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A bit of late night work designing the little iterators.
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3 weeks 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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3 weeks 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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3 weeks ago |
Zed A. Shaw
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e863bfa2fe
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Can now copy character codes.
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3 weeks 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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3 weeks 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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3 weeks ago |
Zed A. Shaw
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cb2e766305
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Merge in changes from OSX.
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3 weeks 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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3 weeks 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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4 weeks ago |
Zed A. Shaw
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3de70f71f3
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Fix for OSX build.
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4 weeks ago |
Zed A. Shaw
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c483649e20
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Can actually use it to find glyphs now.
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4 weeks 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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4 weeks 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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1 month ago |
Zed A. Shaw
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f946d46936
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Fix up the gitignor and bring in the ragel manual for safe keeping.
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1 month 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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1 month ago |
Zed A. Shaw
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56b26e1c4a
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Matrix now just does the dumping but I need to make this more formal I think.
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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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2d5490131d
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Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish
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1 month 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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1 month ago |
Zed A. Shaw
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381b82ee4e
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Small fix to build on non-windows platforms.
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1 month ago |