Commit Graph

  • 009b1e63a7 More refactoring to get the GUI dumber. Zed A. Shaw 2024-10-30 02:13:31 -0400
  • 2fdbd63f4c Cleaning up and sorting out how to use the new events best. Zed A. Shaw 2024-10-29 23:39:03 -0400
  • 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. Zed A. Shaw 2024-10-29 18:33:11 -0400
  • da8011cb14 Can just use the enum as the type for the map but it'd be nicer if I could use a class enum without tons of template BS. Zed A. Shaw 2024-10-29 17:49:54 -0400
  • 3f87d19911 Simple event system for entities in the world. Zed A. Shaw 2024-10-29 17:27:12 -0400
  • ea6cf1362b Create a test for the ECS before we add more functionality. Zed A. Shaw 2024-10-29 16:04:40 -0400
  • 143fe7784c Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. Zed A. Shaw 2024-10-29 07:33:00 -0400
  • 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. Zed A. Shaw 2024-10-28 19:46:55 -0400
  • 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. Zed A. Shaw 2024-10-27 18:44:54 -0400
  • 753bc70b77 Basic ragel test that can parse 1 ASNI sequence and do nothing with it. Zed A. Shaw 2024-10-27 17:34:49 -0400
  • 4162287841 Implement a simple combat system and killing off enemies. See status for next steps. Zed A. Shaw 2024-10-26 20:29:55 -0400
  • 62562faad3 Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player. Zed A. Shaw 2024-10-26 19:47:40 -0400
  • 5a123ae74c Refactor some code to have better naming and move Point and related point things into their own .hpp. Zed A. Shaw 2024-10-26 18:26:42 -0400
  • c19cd707d1 Better unit test for the collision system. Zed A. Shaw 2024-10-26 18:13:06 -0400
  • ec1ed23c52 Now using a simple collision map to track entities and then determine if they're near the player for attacking. Zed A. Shaw 2024-10-26 04:33:23 -0400
  • 743f906bc7 Implemented a simple collision hash table. Zed A. Shaw 2024-10-25 22:31:09 -0400
  • dbc2a10933 Very basic collision and combat to work out the idea and a logging system on the left. Zed A. Shaw 2024-10-25 20:49:11 -0400
  • 98993481b0 Playing around with it some more to see how a move would work. Zed A. Shaw 2024-10-22 02:09:28 -0400
  • 98baa13264 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. Zed A. Shaw 2024-10-22 01:52:15 -0400
  • 6f2fba4f7f Make a few comments to keep this straight. Zed A. Shaw 2024-10-21 23:26:54 -0400
  • e57a13846f A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits. Zed A. Shaw 2024-10-21 22:43:34 -0400
  • 9083582420 Make it possible to zoom in/out, but I may make this a combat thing where it's zoomed out until you encounter an enemy. Zed A. Shaw 2024-10-21 20:31:59 -0400
  • 02a45d890f Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming. Zed A. Shaw 2024-10-21 00:12:04 -0400
  • 9f1e9717a0 Super jank prototype of my idea but I am rendering multiple characters per cell to give the effect of a more complex character. Now to make this a data setup so it's easy to make characters. Also, probably have little add ons to show things like weapons equiped, etc. Zed A. Shaw 2024-10-18 21:59:06 -0400
  • 31c86fa2b3 Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested. Zed A. Shaw 2024-10-18 20:53:19 -0400
  • 08d71f9bdc Super duper slow but this renders the text glyphs directly as sprites so I can do special colorization. Probalby then need to process the ftxui color ansi codes. Zed A. Shaw 2024-10-18 16:00:13 -0400
  • fe5f7673ea Remove some unused variables. Zed A. Shaw 2024-10-18 00:28:23 -0400
  • 8b61a4fad8 Forgot to set targets for pathing. Zed A. Shaw 2024-10-17 23:50:07 -0400
  • 3dae65fe82 Merge in the refactor from earlier. Zed A. Shaw 2024-10-17 21:49:57 -0400
  • 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. Zed A. Shaw 2024-10-17 21:43:19 -0400
  • 1bb8999610 A bit more cleanup, but still looking for more organization. Zed A. Shaw 2024-10-16 23:15:56 -0400
  • e42647d727 I think I've got my head around what ECS does and am slowly reshaping the engine to use it better. Zed A. Shaw 2024-10-16 20:31:00 -0400
  • da04c5ec54 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. Zed A. Shaw 2024-10-16 20:01:01 -0400
  • 33327154ad 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. Zed A. Shaw 2024-10-16 15:01:53 -0400
  • 86c98c43c2 Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing. Zed A. Shaw 2024-10-13 14:01:18 -0400
  • b9c27cd6ba Now calling this DinkyECS and will use it in the game to move the enemies and such. Zed A. Shaw 2024-10-10 23:20:00 -0400
  • 085777706e A few more little features like facts and the ability to store a system for later running. Zed A. Shaw 2024-10-10 23:05:38 -0400
  • cc4f83a1d1 Just wrote my own entity system to figure it out. Zed A. Shaw 2024-10-10 17:34:33 -0400
  • a3eaf78fd3 Brought in FLECS to play with, tomorrow we learn it. 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