47 Commits (f05f652c26685c66029132621d8b46db1bdcc959)

Author SHA1 Message Date
Zed A. Shaw eb0ca38e30 Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT. 2 weeks ago
Zed A. Shaw ae43dad499 Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits. 3 weeks ago
Zed A. Shaw c7607533ce A bit of a quick test for the GUI system, but not sure how to make this do more. 3 weeks ago
Zed A. Shaw 68d8bdce12 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. 3 weeks ago
Zed A. Shaw 3f7a9cc124 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. 3 weeks ago
Zed A. Shaw 988edf13d7 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. 3 weeks ago
Zed A. Shaw 54fa1a23ce 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. 3 weeks ago
Zed A. Shaw 0e8a2e520a Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play. 4 weeks ago
Zed A. Shaw 6174df5ec7 Lighting now works, now to get multiple lights. 4 weeks ago
Zed A. Shaw 62f986719d Quick hack to test finding a better light. If you find the gold you get a better light. 4 weeks ago
Zed A. Shaw fb1fd9d8bc A bit of some clean up, API unifying, and some performance tweaks. 4 weeks ago
Zed A. Shaw 15a302d133 Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job. 1 month ago
Zed A. Shaw 3bb3b654e7 Fixes to build on non-windows and give the answer parser a real name. 1 month ago
Zed A. Shaw 89a70f398a 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. 1 month ago
Zed A. Shaw 0e79288afc More notes on the next things to do. 2 months ago
Zed A. Shaw 0a268591c2 Started working on the loot system which will eventually become the inventory/improved collision system. 2 months ago
Zed A. Shaw 67cacd5dcd Can actually save the game now. 2 months ago
Zed A. Shaw b2ed598c1f Kind of working save now, but does have problems with dead things. 2 months ago
Zed A. Shaw da63f006c2 Config and save system almost there. 2 months ago
Zed A. Shaw 713d400d17 Cereal works pretty well so I may use it, but there's one more library I want to try first called tser. 2 months ago
Zed A. Shaw ddf1ba955c Now have a working config manager that can exist in the world properly. 2 months ago
Zed A. Shaw 707e9e3d6e Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 2 months ago
Zed A. Shaw 0ba789697a 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. 2 months ago
Zed A. Shaw e864e14eab Rendering with color is working now but still has problems with enabling/resetting the default colors. 2 months ago
Zed A. Shaw 9397af2a11 Rendering code stripped out of the GUI code. 2 months ago
Zed A. Shaw 009b1e63a7 More refactoring to get the GUI dumber. 2 months ago
Zed A. Shaw 710076edfb Pulled most of the variables out so now I can carve out functions. 3 months ago
Zed A. Shaw a7f6357e12 Refactor the entity out. 3 months ago
Zed A. Shaw cac7017563 Prepared to rework and refactor. 3 months ago
Zed A. Shaw 8aa982e5ea Make the changes for the new assets layout. 3 months ago
Zed A. Shaw feda66defd Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. 3 months ago
Zed A. Shaw 69fa7d9e4e Make doors randomly on the rooms. 3 months ago
Zed A. Shaw dd6d29ed7d A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you. 3 months ago
Zed A. Shaw 2e8abbaf5e Our hero can walk around the world and won't go through walls. 3 months ago
Zed A. Shaw 3a43324fa2 Random map gen is mostly working, now to clean it up. 3 months ago
Zed A. Shaw a82944f55a Jank thoughts on using the dijk map to walk from door to door for tunnels. 3 months ago
Zed A. Shaw f48f9d9bc5 If you just pick the wider of the dimensions then you get a more even spread vs random direction. 3 months ago
Zed A. Shaw e1ebea7451 Working mostly correct now, just need to tweak how it works more and work on connections. 3 months ago
Zed A. Shaw 56cc38006b NOTWORKING: Committing this so I can show the changes I made on the next stream. 3 months ago
Zed A. Shaw 62195e6eea A dirty first cut at a single random horiz/vert split for the BSP algorithm. 3 months ago
Zed A. Shaw 6cb3366912 I can make a map with one room 'randomly' generated and calculate paths. 3 months ago
Zed A. Shaw 8b67a25732 Cleaned up the map for more work. 3 months ago
Zed A. Shaw 4f863c2635 Dijkstra thing is working on a sample map. 3 months ago
Zed A. Shaw 4d748d1f48 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. 3 months ago
Zed A. Shaw d7b1cf0bf9 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. 3 months ago
Zed A. Shaw 6afb13a50b A better starter for the project. 3 months ago
Zed A. Shaw ad143dca05 Initial commit that has most of what I need. 3 months ago