Zed A. Shaw
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f46b5f15ef
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Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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3 days ago |
Zed A. Shaw
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31620adf7a
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Update to SFML 2.6.2
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3 days ago |
Zed A. Shaw
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9ac8da30ea
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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.
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4 days ago |
Zed A. Shaw
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8a94108874
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Entities now look like they stand on the tiles.
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4 days ago |
Zed A. Shaw
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857cd2f910
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Circle iterator now compensates for the matrix size and won't overflow.
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4 days ago |
Zed A. Shaw
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35f2defc11
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Better lighting and a circle algorithm that works more reliably.
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4 days ago |
Zed A. Shaw
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03fe9b3d01
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I can now create any tiles I want. First version is just one room will have a circular pool in it.
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5 days ago |
Zed A. Shaw
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89e31279be
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Now have color and display char coming from assets/tiles.json but lighting still needs work.
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5 days ago |
Zed A. Shaw
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7fe6ad174d
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Now have a configurable displayable tilemap to do better tiles.
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5 days ago |
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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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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1 week ago |
Zed A. Shaw
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5a6494acf5
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Fixing a stupid bug where it would crash because a fact wasn't in the world.
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1 week ago |
Zed A. Shaw
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93f53d1714
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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.
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1 week ago |
Zed A. Shaw
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d916d1c383
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A very jank circle algorithm that overdraws many of the lines but mostly works.
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1 week ago |
Zed A. Shaw
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d4b6c35120
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Working line iterator, and mostly working flood iterator that should be good enough for world gen.
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2 weeks ago |
Zed A. Shaw
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1295e9631d
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A slightly working flood iterator and a working compass iterator.
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2 weeks ago |
Zed A. Shaw
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043c0d91df
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Now using the box iterator everywhere I can before writing a flood iterator.
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2 weeks ago |
Zed A. Shaw
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547be19e68
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Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator.
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2 weeks ago |
Zed A. Shaw
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70cd963e5c
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Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
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2 weeks ago |
Zed A. Shaw
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8e470df554
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A bit of late night work designing the little iterators.
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2 weeks 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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ee1e2e5bc5
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Started working on a random flood function for paths to do things like fill rooms with stuff.
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2 weeks ago |
Zed A. Shaw
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e863bfa2fe
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Can now copy character codes.
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2 weeks ago |
Zed A. Shaw
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ffc787df64
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Designer is working great now, and this fixes a bunch of things about the mouse.
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2 weeks ago |
Zed A. Shaw
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f05f652c26
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Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates.
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3 weeks ago |
Zed A. Shaw
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cb2e766305
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Merge in changes from OSX.
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3 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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3de70f71f3
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Fix for OSX build.
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3 weeks ago |
Zed A. Shaw
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c483649e20
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Can actually use it to find glyphs now.
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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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6b3ce5eb3d
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Fixed a bunch of random little bugs everywhere.
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3 weeks ago |
Zed A. Shaw
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f946d46936
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Fix up the gitignor and bring in the ragel manual for safe keeping.
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3 weeks ago |
Zed A. Shaw
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2f8c9bd1a9
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Change the color namespace to ColorValue. Need to come up with the organizational theme for the code.
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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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eb0ca38e30
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Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
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3 weeks ago |
Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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4 weeks ago |
Zed A. Shaw
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ae43dad499
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Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits.
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4 weeks ago |
Zed A. Shaw
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2d5490131d
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Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish
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4 weeks ago |
Zed A. Shaw
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0b4392dbcc
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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.
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4 weeks ago |
Zed A. Shaw
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381b82ee4e
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Small fix to build on non-windows platforms.
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4 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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6b4ebf7629
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More complete readme but need a screenshot.
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4 weeks ago |
Zed A. Shaw
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bdfd61c8e7
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GUI had old code when I was toying with doing lighting with a png.
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4 weeks ago |
Zed A. Shaw
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c11384df59
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Forgot the little matrix wrapper.
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4 weeks ago |
Zed A. Shaw
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aadf15e439
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Created an initial README.
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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 |