47 Commits (f46b5f15eff4eba40e9484282df779a2c55b8df5)

Author SHA1 Message Date
Zed A. Shaw b66a3154c7 Basic tile map implemented. 1 week ago
Zed A. Shaw da0b941dfd A first exploration of doing a matrix iterator. 2 weeks ago
Zed A. Shaw a9e25668fb 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. 3 weeks ago
Zed A. Shaw 9ab064126f Before freetype2 use to iterate through the font's glyphs diretly. 3 weeks ago
Zed A. Shaw 0edd948101 A barely working tool to find font characters and pick their color. 3 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 c7607533ce A bit of a quick test for the GUI system, but not sure how to make this do more. 4 weeks ago
Zed A. Shaw 48df9248b2 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. 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 e05335b153 Initial stab at pulling the pathing out. 4 weeks ago
Zed A. Shaw 10c152a1c2 A bit of cleanup and refinement before refactoring. 4 weeks ago
Zed A. Shaw e86d474c7c 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. 4 weeks ago
Zed A. Shaw 97255eb813 First coverage reports. Tests don't get near enough coverage but running the program does. 1 month ago
Zed A. Shaw be144e2a05 Start of image to ansi converter. 1 month ago
Zed A. Shaw 96ee16e598 Figured out that I don't need a special screen, just send events to the component directly with OnEvent. However, you have to component->Add() or call Render(component, []) with it or else it's not considered a child. 1 month ago
Zed A. Shaw e3cff8142c Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events. 2 months ago
Zed A. Shaw 9bc9c9007f Now have a nice panel to hold all the UI panels we'll use later. 2 months ago
Zed A. Shaw 113811bc84 Got some new sounds and camera shake came back but has a bug. 2 months ago
Zed A. Shaw d113dba42f Almost working save sytem but the data I store is totally wrong. I need to also save the entity IDs being used and map them to the components. 2 months ago
Zed A. Shaw b113b90257 Cleaned up the tests for tser more and then removed cereal. 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 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 a36b187879 Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later. 2 months ago
Zed A. Shaw ae484bf425 ANSI code renderer starts working but I have to make it utf8/wchar_t friendly. 2 months ago
Zed A. Shaw f32b39afe2 Barely working ansi color codes parser but I _really_ don't like this one. Too much code to just get it to process correctly which means it'll be brittle as hell later. 2 months ago
Zed A. Shaw 74310304bd Start of a ragel parser that can do the ansi code parsing for me. 2 months ago
Zed A. Shaw 9397af2a11 Rendering code stripped out of the GUI code. 2 months ago
Zed A. Shaw ea6cf1362b Create a test for the ECS before we add more functionality. 2 months ago
Zed A. Shaw 4ed06b10b1 Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals. 2 months ago
Zed A. Shaw 9102bdc8ad Created a combat system to start with and also added a 'HEARING' mechanic where enemies can hear you from a certain distance before moving to you. 2 months ago
Zed A. Shaw 753bc70b77 Basic ragel test that can parse 1 ASNI sequence and do nothing with it. 2 months ago
Zed A. Shaw 743f906bc7 Implemented a simple collision hash table. 2 months ago
Zed A. Shaw 98baa13264 Tried out Google's AI response to the question of a C++ spatial hash and it kind of came close. This took some massaging but it could work. 2 months ago
Zed A. Shaw e42647d727 I think I've got my head around what ECS does and am slowly reshaping the engine to use it better. 2 months ago
Zed A. Shaw da04c5ec54 Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies. 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 cc4f83a1d1 Just wrote my own entity system to figure it out. 3 months ago
Zed A. Shaw a3eaf78fd3 Brought in FLECS to play with, tomorrow we learn it. 3 months ago
Zed A. Shaw f9bf8f06ea Some jank test visual effects are working. 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 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 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 ad143dca05 Initial commit that has most of what I need. 3 months ago