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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7 days 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 week 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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1 week 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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1 week 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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1 week 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 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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2 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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2 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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2 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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2 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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3 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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3 weeks 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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3 weeks ago |
Zed A. Shaw
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89a70f398a
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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.
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4 weeks ago |
Zed A. Shaw
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0e79288afc
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More notes on the next things to do.
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1 month ago |
Zed A. Shaw
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0a268591c2
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Started working on the loot system which will eventually become the inventory/improved collision system.
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1 month ago |
Zed A. Shaw
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67cacd5dcd
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Can actually save the game now.
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1 month ago |
Zed A. Shaw
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b2ed598c1f
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Kind of working save now, but does have problems with dead things.
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1 month ago |
Zed A. Shaw
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da63f006c2
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Config and save system almost there.
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1 month 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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1 month ago |
Zed A. Shaw
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ddf1ba955c
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Now have a working config manager that can exist in the world properly.
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1 month ago |
Zed A. Shaw
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707e9e3d6e
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Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal.
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1 month ago |
Zed A. Shaw
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0ba789697a
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Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
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1 month 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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1 month ago |
Zed A. Shaw
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9397af2a11
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Rendering code stripped out of the GUI code.
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1 month ago |
Zed A. Shaw
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009b1e63a7
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More refactoring to get the GUI dumber.
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1 month ago |
Zed A. Shaw
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710076edfb
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Pulled most of the variables out so now I can carve out functions.
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2 months ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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2 months ago |
Zed A. Shaw
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cac7017563
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Prepared to rework and refactor.
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2 months ago |
Zed A. Shaw
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8aa982e5ea
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Make the changes for the new assets layout.
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2 months ago |
Zed A. Shaw
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feda66defd
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Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
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2 months ago |
Zed A. Shaw
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69fa7d9e4e
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Make doors randomly on the rooms.
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2 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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2 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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2 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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2 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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2 months ago |
Zed A. Shaw
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f48f9d9bc5
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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3 months ago |
Zed A. Shaw
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e1ebea7451
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Working mostly correct now, just need to tweak how it works more and work on connections.
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3 months ago |
Zed A. Shaw
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56cc38006b
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NOTWORKING: Committing this so I can show the changes I made on the next stream.
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3 months ago |
Zed A. Shaw
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62195e6eea
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A dirty first cut at a single random horiz/vert split for the BSP algorithm.
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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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4f863c2635
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Dijkstra thing is working on a sample map.
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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 |
Zed A. Shaw
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d7b1cf0bf9
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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.
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3 months ago |
Zed A. Shaw
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6afb13a50b
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A better starter for the project.
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3 months ago |
Zed A. Shaw
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ad143dca05
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Initial commit that has most of what I need.
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3 months ago |