55 Commits (f46b5f15eff4eba40e9484282df779a2c55b8df5)

Author SHA1 Message Date
Zed A. Shaw 7fe6ad174d Now have a configurable displayable tilemap to do better tiles. 5 days ago
Zed A. Shaw b66a3154c7 Basic tile map implemented. 1 week ago
Zed A. Shaw 290affa49a Upgraded to the latest winlibs/gcc 14. 1 week 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 weeks ago
Zed A. Shaw 8e470df554 A bit of late night work designing the little iterators. 2 weeks ago
Zed A. Shaw 56b26e1c4a Matrix now just does the dumping but I need to make this more formal I think. 3 weeks ago
Zed A. Shaw eb0ca38e30 Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT. 3 weeks ago
Zed A. Shaw 9abb39a3bf Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back. 4 weeks ago
Zed A. Shaw ae43dad499 Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits. 4 weeks ago
Zed A. Shaw 0b4392dbcc 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. 4 weeks ago
Zed A. Shaw 2576b16869 Test coverage back and save system should work again but have to confirm it in-game. 4 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. 4 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. 4 weeks ago
Zed A. Shaw d515c33afc Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely. 4 weeks ago
Zed A. Shaw 10c152a1c2 A bit of cleanup and refinement before refactoring. 4 weeks ago
Zed A. Shaw d0d62836e3 Now have good coverage on map but need to actually confirm results in the test. 1 month 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. 1 month ago
Zed A. Shaw 1fab1d2d6d Map now brings back wall light. 1 month ago
Zed A. Shaw 435ad8f237 Enemy pathing is back. 1 month 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. 1 month ago
Zed A. Shaw 6174df5ec7 Lighting now works, now to get multiple lights. 1 month ago
Zed A. Shaw 4ceacecfda Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet. 1 month ago
Zed A. Shaw 1bb04b4562 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. 1 month 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 33327154ad 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. 2 months ago
Zed A. Shaw 86c98c43c2 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. 3 months ago
Zed A. Shaw cc4f83a1d1 Just wrote my own entity system to figure it out. 3 months ago
Zed A. Shaw f9bf8f06ea Some jank test visual effects are working. 3 months ago
Zed A. Shaw 243d15c123 Just don't prevent start points being in walls. 3 months ago
Zed A. Shaw 5cf66aad02 Conver to using \ for member variables in classes. In structs just use the name. 3 months ago
Zed A. Shaw 10e5f53292 Mostly pulled out all of the ftxui rendering into cleaner areas. 3 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 69fa7d9e4e Make doors randomly on the rooms. 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 bcc524861e Map generation is working well, and some cleanup. 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 b100950877 Move the random gen to a global for now. 3 months ago
Zed A. Shaw a37a40d45f Slightly better parition and map_drawing. 3 months ago
Zed A. Shaw 44f11d5ddd Refactor into the class for more work. 3 months ago
Zed A. Shaw 04b16c75ad Undo the dijk test. 3 months ago
Zed A. Shaw 68d6b9e90c If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms. 3 months ago
Zed A. Shaw 997a3ab45b Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms. 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 5f09747109 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 61d2747441 It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first. 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