Commit Graph

  • a3eaf78fd3 Brought in FLECS to play with, tomorrow we learn it. main Zed A. Shaw 2024-10-05 18:15:14 -0400
  • b8a0d9bbd1 Now able to render the map at a different size from the rest of the UI and also only shake the map. Zed A. Shaw 2024-10-05 17:24:07 -0400
  • 77945be4d7 Record some bugs. Zed A. Shaw 2024-10-04 18:32:04 -0400
  • f9bf8f06ea Some jank test visual effects are working. Zed A. Shaw 2024-10-04 18:23:14 -0400
  • 243d15c123 Just don't prevent start points being in walls. Zed A. Shaw 2024-10-04 17:09:28 -0400
  • 6f952bfd28 Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size. Zed A. Shaw 2024-10-04 16:57:11 -0400
  • 5cf66aad02 Conver to using \ for member variables in classes. In structs just use the name. Zed A. Shaw 2024-10-03 17:05:23 -0400
  • 187edb898e Mostly all cleaned up now. Zed A. Shaw 2024-10-02 19:08:17 -0400
  • 10e5f53292 Mostly pulled out all of the ftxui rendering into cleaner areas. Zed A. Shaw 2024-10-02 18:55:17 -0400
  • 710076edfb Pulled most of the variables out so now I can carve out functions. Zed A. Shaw 2024-10-02 18:14:54 -0400
  • a7f6357e12 Refactor the entity out. Zed A. Shaw 2024-10-02 17:29:49 -0400
  • cac7017563 Prepared to rework and refactor. Zed A. Shaw 2024-10-02 17:10:21 -0400
  • 1404144af8 Ignore more irrelevant things. Zed A. Shaw 2024-10-02 17:01:30 -0400
  • 8aa982e5ea Make the changes for the new assets layout. Zed A. Shaw 2024-10-02 16:59:30 -0400
  • feda66defd Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. Zed A. Shaw 2024-10-02 16:56:06 -0400
  • 69fa7d9e4e Make doors randomly on the rooms. Zed A. Shaw 2024-09-30 23:51:05 -0400
  • dd6d29ed7d A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you. Zed A. Shaw 2024-09-30 00:49:55 -0400
  • 2e8abbaf5e Our hero can walk around the world and won't go through walls. Zed A. Shaw 2024-09-30 00:04:58 -0400
  • bcc524861e Map generation is working well, and some cleanup. Zed A. Shaw 2024-09-29 23:07:28 -0400
  • 3a43324fa2 Random map gen is mostly working, now to clean it up. Zed A. Shaw 2024-09-29 22:36:13 -0400
  • a82944f55a Jank thoughts on using the dijk map to walk from door to door for tunnels. Zed A. Shaw 2024-09-28 18:15:00 -0400
  • b100950877 Move the random gen to a global for now. Zed A. Shaw 2024-09-28 16:52:38 -0400
  • a37a40d45f Slightly better parition and map_drawing. Zed A. Shaw 2024-09-28 16:48:47 -0400
  • 44f11d5ddd Refactor into the class for more work. Zed A. Shaw 2024-09-28 16:22:10 -0400
  • 04b16c75ad Undo the dijk test. Zed A. Shaw 2024-09-28 16:10:31 -0400
  • 68d6b9e90c If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms. Zed A. Shaw 2024-09-28 04:25:09 -0400
  • 997a3ab45b Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms. Zed A. Shaw 2024-09-28 04:07:32 -0400
  • f48f9d9bc5 If you just pick the wider of the dimensions then you get a more even spread vs random direction. Zed A. Shaw 2024-09-28 04:06:30 -0400
  • 5f09747109 If you just pick the wider of the dimensions then you get a more even spread vs random direction. Zed A. Shaw 2024-09-28 04:01:29 -0400
  • e1ebea7451 Working mostly correct now, just need to tweak how it works more and work on connections. Zed A. Shaw 2024-09-28 03:58:26 -0400
  • 61d2747441 It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first. Zed A. Shaw 2024-09-28 03:09:19 -0400
  • 56cc38006b NOTWORKING: Committing this so I can show the changes I made on the next stream. Zed A. Shaw 2024-09-28 02:44:36 -0400
  • 62195e6eea A dirty first cut at a single random horiz/vert split for the BSP algorithm. Zed A. Shaw 2024-09-27 18:42:32 -0400
  • 6cb3366912 I can make a map with one room 'randomly' generated and calculate paths. Zed A. Shaw 2024-09-27 00:10:41 -0400
  • 8b67a25732 Cleaned up the map for more work. Zed A. Shaw 2024-09-26 23:14:42 -0400
  • 4f863c2635 Dijkstra thing is working on a sample map. Zed A. Shaw 2024-09-26 17:56:40 -0400
  • c6d298023a Need the test file.json Zed A. Shaw 2024-09-26 16:56:01 -0400
  • ebb5360c5c Fixed the bug that made walls not receive the algorithm. Zed A. Shaw 2024-09-26 16:55:42 -0400
  • 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. Zed A. Shaw 2024-09-26 01:22:25 -0400
  • d7b1cf0bf9 Got a really terrible map in the middle of a two panel UI. Next step is to get the dijkstra algorithm working and make a real map with it. Zed A. Shaw 2024-09-25 19:55:30 -0400
  • 6afb13a50b A better starter for the project. Zed A. Shaw 2024-09-24 18:33:13 -0400
  • ad143dca05 Initial commit that has most of what I need. Zed A. Shaw 2024-09-24 18:28:01 -0400
  • 933f47a440 Initial commit Zed A. Shaw 2024-09-25 00:10:33 +0200