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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2 weeks 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 weeks 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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3 weeks 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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3 weeks ago |
Zed A. Shaw
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2576b16869
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Test coverage back and save system should work again but have to confirm it in-game.
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3 weeks ago |
Zed A. Shaw
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68d8bdce12
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Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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3 weeks 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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3 weeks ago |
Zed A. Shaw
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e05335b153
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Initial stab at pulling the pathing out.
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3 weeks ago |
Zed A. Shaw
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d515c33afc
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Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely.
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3 weeks ago |
Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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3 weeks 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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3 weeks ago |
Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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4 weeks 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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4 weeks ago |
Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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4 weeks 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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1 month ago |
Zed A. Shaw
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2dccc6b17b
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Initial fix of the crash with different map sizes but that's not the ultimate fix.
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1 month ago |
Zed A. Shaw
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5af6d75b4c
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FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts.
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1 month ago |
Zed A. Shaw
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011fee4872
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A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain'
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2 months ago |
Zed A. Shaw
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c1d43694b0
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Couldn't debug the map size crash so just did this small change until I can.
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2 months ago |
Zed A. Shaw
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99d56b246c
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Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out.
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2 months ago |
Zed A. Shaw
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713d400d17
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Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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2 months ago |
Zed A. Shaw
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e864e14eab
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Rendering with color is working now but still has problems with enabling/resetting the default colors.
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2 months ago |
Zed A. Shaw
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a36b187879
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Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
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2 months ago |
Zed A. Shaw
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ae484bf425
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ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
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2 months ago |
Zed A. Shaw
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9102bdc8ad
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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.
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2 months ago |
Zed A. Shaw
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5a123ae74c
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Refactor some code to have better naming and move Point and related point things into their own .hpp.
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2 months ago |
Zed A. Shaw
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743f906bc7
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Implemented a simple collision hash table.
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2 months ago |
Zed A. Shaw
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9f1e9717a0
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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.
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2 months ago |
Zed A. Shaw
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da64e526c4
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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.
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2 months ago |
Zed A. Shaw
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33327154ad
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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.
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2 months ago |
Zed A. Shaw
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86c98c43c2
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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.
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2 months ago |
Zed A. Shaw
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5cf66aad02
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Conver to using \ for member variables in classes. In structs just use the name.
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3 months ago |
Zed A. Shaw
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10e5f53292
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Mostly pulled out all of the ftxui rendering into cleaner areas.
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3 months ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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3 months ago |
Zed A. Shaw
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dd6d29ed7d
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A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
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3 months ago |
Zed A. Shaw
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2e8abbaf5e
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Our hero can walk around the world and won't go through walls.
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3 months ago |
Zed A. Shaw
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bcc524861e
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Map generation is working well, and some cleanup.
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3 months ago |
Zed A. Shaw
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3a43324fa2
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Random map gen is mostly working, now to clean it up.
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3 months ago |
Zed A. Shaw
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a82944f55a
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Jank thoughts on using the dijk map to walk from door to door for tunnels.
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3 months ago |
Zed A. Shaw
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b100950877
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Move the random gen to a global for now.
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3 months ago |
Zed A. Shaw
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a37a40d45f
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Slightly better parition and map_drawing.
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3 months ago |
Zed A. Shaw
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44f11d5ddd
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Refactor into the class for more work.
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3 months ago |
Zed A. Shaw
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6cb3366912
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I can make a map with one room 'randomly' generated and calculate paths.
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3 months ago |
Zed A. Shaw
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8b67a25732
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Cleaned up the map for more work.
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3 months ago |
Zed A. Shaw
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ebb5360c5c
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Fixed the bug that made walls not receive the algorithm.
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3 months ago |
Zed A. Shaw
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4d748d1f48
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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.
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3 months ago |