52 Commits (f46b5f15eff4eba40e9484282df779a2c55b8df5)

Author SHA1 Message Date
Zed A. Shaw f46b5f15ef Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better. 3 days 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. 4 days ago
Zed A. Shaw 8a94108874 Entities now look like they stand on the tiles. 4 days ago
Zed A. Shaw 35f2defc11 Better lighting and a circle algorithm that works more reliably. 5 days ago
Zed A. Shaw 89e31279be Now have color and display char coming from assets/tiles.json but lighting still needs work. 5 days ago
Zed A. Shaw 7fe6ad174d Now have a configurable displayable tilemap to do better tiles. 5 days ago
Zed A. Shaw 290affa49a Upgraded to the latest winlibs/gcc 14. 1 week 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. 1 week ago
Zed A. Shaw 1295e9631d A slightly working flood iterator and a working compass iterator. 2 weeks ago
Zed A. Shaw 043c0d91df Now using the box iterator everywhere I can before writing a flood iterator. 2 weeks ago
Zed A. Shaw da0b941dfd A first exploration of doing a matrix iterator. 2 weeks ago
Zed A. Shaw ee1e2e5bc5 Started working on a random flood function for paths to do things like fill rooms with stuff. 2 weeks ago
Zed A. Shaw 0edd948101 A barely working tool to find font characters and pick their color. 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 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 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 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 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 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 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. 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 62f986719d Quick hack to test finding a better light. If you find the gold you get a better light. 1 month ago
Zed A. Shaw a9217e8423 Now have a basic prototype lighting system. 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 ed9d0de8e0 Event system now accepts any data and the GUI receives simpler events with data for them. 2 months ago
Zed A. Shaw 0e79288afc More notes on the next things to do. 2 months ago
Zed A. Shaw 011fee4872 A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain' 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 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 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 e864e14eab Rendering with color is working now but still has problems with enabling/resetting the default colors. 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 009b1e63a7 More refactoring to get the GUI dumber. 2 months ago
Zed A. Shaw 04350cb51e GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems. 2 months ago
Zed A. Shaw ea6cf1362b Create a test for the ECS before we add more functionality. 2 months ago
Zed A. Shaw 143fe7784c Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 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 4162287841 Implement a simple combat system and killing off enemies. See status for next steps. 2 months ago
Zed A. Shaw 62562faad3 Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player. 2 months ago
Zed A. Shaw 5a123ae74c Refactor some code to have better naming and move Point and related point things into their own .hpp. 2 months ago
Zed A. Shaw ec1ed23c52 Now using a simple collision map to track entities and then determine if they're near the player for attacking. 2 months ago
Zed A. Shaw dbc2a10933 Very basic collision and combat to work out the idea and a logging system on the left. 2 months ago
Zed A. Shaw 6f2fba4f7f Make a few comments to keep this straight. 2 months ago
Zed A. Shaw 02a45d890f Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming. 2 months ago
Zed A. Shaw 8b61a4fad8 Forgot to set targets for pathing. 2 months ago
Zed A. Shaw da64e526c4 Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport. 2 months ago
Zed A. Shaw 1bb8999610 A bit more cleanup, but still looking for more organization. 2 months ago