Zed A. Shaw
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b66a3154c7
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Basic tile map implemented.
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1 week ago |
Zed A. Shaw
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da0b941dfd
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A first exploration of doing a matrix iterator.
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2 weeks ago |
Zed A. Shaw
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a9e25668fb
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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.
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3 weeks ago |
Zed A. Shaw
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9ab064126f
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Before freetype2 use to iterate through the font's glyphs diretly.
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3 weeks ago |
Zed A. Shaw
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0edd948101
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A barely working tool to find font characters and pick their color.
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3 weeks ago |
Zed A. Shaw
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56b26e1c4a
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Matrix now just does the dumping but I need to make this more formal I think.
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3 weeks 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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4 weeks ago |
Zed A. Shaw
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48df9248b2
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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.
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4 weeks ago |
Zed A. Shaw
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2576b16869
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Test coverage back and save system should work again but have to confirm it in-game.
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4 weeks 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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4 weeks 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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4 weeks ago |
Zed A. Shaw
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e05335b153
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Initial stab at pulling the pathing out.
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4 weeks ago |
Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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4 weeks ago |
Zed A. Shaw
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e86d474c7c
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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.
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4 weeks ago |
Zed A. Shaw
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97255eb813
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First coverage reports. Tests don't get near enough coverage but running the program does.
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1 month ago |
Zed A. Shaw
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be144e2a05
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Start of image to ansi converter.
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1 month ago |
Zed A. Shaw
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96ee16e598
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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.
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1 month ago |
Zed A. Shaw
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e3cff8142c
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Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events.
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2 months ago |
Zed A. Shaw
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9bc9c9007f
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Now have a nice panel to hold all the UI panels we'll use later.
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2 months ago |
Zed A. Shaw
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113811bc84
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Got some new sounds and camera shake came back but has a bug.
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2 months ago |
Zed A. Shaw
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d113dba42f
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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.
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2 months ago |
Zed A. Shaw
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b113b90257
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Cleaned up the tests for tser more and then removed cereal.
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2 months 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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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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a36b187879
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Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
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2 months ago |
Zed A. Shaw
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ae484bf425
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ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
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2 months ago |
Zed A. Shaw
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f32b39afe2
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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.
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2 months ago |
Zed A. Shaw
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74310304bd
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Start of a ragel parser that can do the ansi code parsing for me.
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2 months 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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2 months ago |
Zed A. Shaw
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ea6cf1362b
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Create a test for the ECS before we add more functionality.
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2 months ago |
Zed A. Shaw
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4ed06b10b1
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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.
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2 months ago |
Zed A. Shaw
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9102bdc8ad
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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.
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2 months ago |
Zed A. Shaw
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753bc70b77
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Basic ragel test that can parse 1 ASNI sequence and do nothing with it.
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2 months ago |
Zed A. Shaw
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743f906bc7
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Implemented a simple collision hash table.
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2 months ago |
Zed A. Shaw
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98baa13264
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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.
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2 months ago |
Zed A. Shaw
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e42647d727
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I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
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2 months ago |
Zed A. Shaw
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da04c5ec54
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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.
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2 months ago |
Zed A. Shaw
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33327154ad
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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.
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2 months ago |
Zed A. Shaw
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cc4f83a1d1
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Just wrote my own entity system to figure it out.
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3 months ago |
Zed A. Shaw
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a3eaf78fd3
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Brought in FLECS to play with, tomorrow we learn it.
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3 months ago |
Zed A. Shaw
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f9bf8f06ea
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Some jank test visual effects are working.
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3 months 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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3 months ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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3 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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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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ad143dca05
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Initial commit that has most of what I need.
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3 months ago |