Zed A. Shaw
|
f2864a62ee
|
Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies.
|
2 months ago |
Zed A. Shaw
|
31e5eb7fce
|
Picking up gold doesn't add it to your inventory.
|
2 months ago |
Zed A. Shaw
|
8e4add25a9
|
A little more cleanup and then removing any completed bug notes.
|
2 months ago |
Zed A. Shaw
|
f35b74f335
|
Results of today's code review session.
|
2 months ago |
Zed A. Shaw
|
14b3ea7676
|
Inventory system is mostly working and I can pick up everything and use it.
|
2 months ago |
Zed A. Shaw
|
aaa6d9f9f3
|
Can display items picked up but man is this some garbage code. I need to rethink how inventory is stored so that it'll work with the Menu.
|
2 months ago |
Zed A. Shaw
|
135d9a128b
|
Basic inventory system working and can pick up items but needs to be reflected in the UI next.
|
2 months ago |
Zed A. Shaw
|
d7353a02df
|
Initial layout of an item inventory UI.
|
2 months ago |
Zed A. Shaw
|
3d461bce6d
|
Very simple items system to get into the inventory work.
|
2 months ago |
Zed A. Shaw
|
1962b0c24e
|
Started prototyping a viewport iterator but couldn't get it right so I'll test drive it next.
|
2 months ago |
Zed A. Shaw
|
4cb41a61db
|
Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing.
|
2 months ago |
Zed A. Shaw
|
5adeb4e078
|
I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system.
|
2 months ago |
Zed A. Shaw
|
380e18b91a
|
All of the GUI panels are now their own classes and pulled out of the main GUI so I can devise how they're managed.
|
2 months ago |
Zed A. Shaw
|
941be008f8
|
Very jank but now I can set different panels as active and test for mouse events in them to enable mouse. This needs a big cleanup and probably some FSM love.
|
2 months ago |
Zed A. Shaw
|
f0829bb9ea
|
Starting a bit of refactoring to sort out how to handle the various UIs.
|
2 months ago |
Zed A. Shaw
|
d8400d0a76
|
Tinkering with a way to do modal UIs for things like inventory etc.
|
2 months ago |
Zed A. Shaw
|
db441000f8
|
Added in an initial test to blur the current screen for any pause actions, before doing a modal or new UI.
|
2 months ago |
Zed A. Shaw
|
28d19d80a2
|
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.
|
2 months ago |
Zed A. Shaw
|
59bbae0af0
|
Added a couple of test enemies to the game for the next stream.
|
2 months ago |
Zed A. Shaw
|
8d661b785b
|
World builder does a better job of placing entities in rooms and not walls.
|
2 months ago |
Zed A. Shaw
|
03c5546cdf
|
World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
|
2 months ago |
Zed A. Shaw
|
6b4bc6cc11
|
fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
|
2 months ago |
Zed A. Shaw
|
194cc6664b
|
Lighting is working way better and now for world generation work.
|
2 months ago |
Zed A. Shaw
|
9c03e850b5
|
Now have more fancy rooms with different floors to play with.
|
2 months ago |
Zed A. Shaw
|
f46b5f15ef
|
Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
|
2 months ago |
Zed A. Shaw
|
31620adf7a
|
Update to SFML 2.6.2
|
2 months ago |
Zed A. Shaw
|
9ac8da30ea
|
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.
|
2 months ago |
Zed A. Shaw
|
8a94108874
|
Entities now look like they stand on the tiles.
|
2 months ago |
Zed A. Shaw
|
857cd2f910
|
Circle iterator now compensates for the matrix size and won't overflow.
|
2 months ago |
Zed A. Shaw
|
35f2defc11
|
Better lighting and a circle algorithm that works more reliably.
|
2 months ago |
Zed A. Shaw
|
03fe9b3d01
|
I can now create any tiles I want. First version is just one room will have a circular pool in it.
|
2 months ago |
Zed A. Shaw
|
89e31279be
|
Now have color and display char coming from assets/tiles.json but lighting still needs work.
|
2 months ago |
Zed A. Shaw
|
7fe6ad174d
|
Now have a configurable displayable tilemap to do better tiles.
|
2 months ago |
Zed A. Shaw
|
b66a3154c7
|
Basic tile map implemented.
|
2 months ago |
Zed A. Shaw
|
290affa49a
|
Upgraded to the latest winlibs/gcc 14.
|
2 months ago |
Zed A. Shaw
|
5a6494acf5
|
Fixing a stupid bug where it would crash because a fact wasn't in the world.
|
2 months ago |
Zed A. Shaw
|
93f53d1714
|
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.
|
2 months ago |
Zed A. Shaw
|
d916d1c383
|
A very jank circle algorithm that overdraws many of the lines but mostly works.
|
2 months ago |
Zed A. Shaw
|
d4b6c35120
|
Working line iterator, and mostly working flood iterator that should be good enough for world gen.
|
2 months ago |
Zed A. Shaw
|
1295e9631d
|
A slightly working flood iterator and a working compass iterator.
|
2 months ago |
Zed A. Shaw
|
043c0d91df
|
Now using the box iterator everywhere I can before writing a flood iterator.
|
2 months ago |
Zed A. Shaw
|
547be19e68
|
Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator.
|
2 months ago |
Zed A. Shaw
|
70cd963e5c
|
Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
|
2 months ago |
Zed A. Shaw
|
8e470df554
|
A bit of late night work designing the little iterators.
|
2 months ago |
Zed A. Shaw
|
da0b941dfd
|
A first exploration of doing a matrix iterator.
|
2 months ago |
Zed A. Shaw
|
ee1e2e5bc5
|
Started working on a random flood function for paths to do things like fill rooms with stuff.
|
2 months ago |
Zed A. Shaw
|
e863bfa2fe
|
Can now copy character codes.
|
2 months ago |
Zed A. Shaw
|
ffc787df64
|
Designer is working great now, and this fixes a bunch of things about the mouse.
|
2 months ago |
Zed A. Shaw
|
f05f652c26
|
Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates.
|
2 months ago |
Zed A. Shaw
|
cb2e766305
|
Merge in changes from OSX.
|
2 months ago |