216 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 31620adf7a Update to SFML 2.6.2 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 857cd2f910 Circle iterator now compensates for the matrix size and won't overflow. 4 days ago
Zed A. Shaw 35f2defc11 Better lighting and a circle algorithm that works more reliably. 4 days 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. 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 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 5a6494acf5 Fixing a stupid bug where it would crash because a fact wasn't in the world. 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 d916d1c383 A very jank circle algorithm that overdraws many of the lines but mostly works. 1 week ago
Zed A. Shaw d4b6c35120 Working line iterator, and mostly working flood iterator that should be good enough for world gen. 2 weeks 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 547be19e68 Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator. 2 weeks 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 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 e863bfa2fe Can now copy character codes. 2 weeks ago
Zed A. Shaw ffc787df64 Designer is working great now, and this fixes a bunch of things about the mouse. 2 weeks ago
Zed A. Shaw f05f652c26 Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates. 3 weeks ago
Zed A. Shaw cb2e766305 Merge in changes from OSX. 3 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 3de70f71f3 Fix for OSX build. 3 weeks ago
Zed A. Shaw c483649e20 Can actually use it to find glyphs now. 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 6b3ce5eb3d Fixed a bunch of random little bugs everywhere. 3 weeks ago
Zed A. Shaw f946d46936 Fix up the gitignor and bring in the ragel manual for safe keeping. 3 weeks ago
Zed A. Shaw 2f8c9bd1a9 Change the color namespace to ColorValue. Need to come up with the organizational theme for the code. 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 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 2d5490131d Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish 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 381b82ee4e Small fix to build on non-windows platforms. 4 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 6b4ebf7629 More complete readme but need a screenshot. 4 weeks ago
Zed A. Shaw bdfd61c8e7 GUI had old code when I was toying with doing lighting with a png. 4 weeks ago
Zed A. Shaw c11384df59 Forgot the little matrix wrapper. 4 weeks ago
Zed A. Shaw aadf15e439 Created an initial README. 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