Zed A. Shaw
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e863bfa2fe
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Can now copy character codes.
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1 week 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 week 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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2 weeks ago |
Zed A. Shaw
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cb2e766305
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Merge in changes from OSX.
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2 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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2 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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2 weeks ago |
Zed A. Shaw
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3de70f71f3
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Fix for OSX build.
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2 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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2 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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2 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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2 weeks 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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2 weeks 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 weeks 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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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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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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3 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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2d5490131d
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Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish
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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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381b82ee4e
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Small fix to build on non-windows platforms.
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3 weeks ago |
Zed A. Shaw
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c7607533ce
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A bit of a quick test for the GUI system, but not sure how to make this do more.
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3 weeks ago |
Zed A. Shaw
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48df9248b2
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Testing is almost complete, but now I'm in the area where it's a lot of interaction and probably need mocks or a way to inject keys to the gui.
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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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6b4ebf7629
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More complete readme but need a screenshot.
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3 weeks ago |
Zed A. Shaw
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bdfd61c8e7
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GUI had old code when I was toying with doing lighting with a png.
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3 weeks ago |
Zed A. Shaw
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c11384df59
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Forgot the little matrix wrapper.
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3 weeks ago |
Zed A. Shaw
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aadf15e439
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Created an initial README.
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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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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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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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97255eb813
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First coverage reports. Tests don't get near enough coverage but running the program does.
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3 weeks 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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4 weeks ago |
Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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4 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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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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4 weeks 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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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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62f986719d
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Quick hack to test finding a better light. If you find the gold you get a better light.
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4 weeks ago |
Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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4 weeks 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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4 weeks 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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4 weeks ago |
Zed A. Shaw
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a4926bedcb
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Get a better cell size for the rendering of the image.
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1 month ago |
Zed A. Shaw
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6f0f3f01d9
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A bit of playing with sizes and motion on the image.
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1 month 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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19b8bf1850
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Totally a pile of garbage with a bunch of debug prints because I'm going to have to rewrite the renderer resizing to allow for any size image, not just the map. But this does display an image using averaged squares.
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1 month ago |
Zed A. Shaw
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3bb3b654e7
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Fixes to build on non-windows and give the answer parser a real name.
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1 month ago |