The next little game in the series where I make a fancy rogue game.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
roguish/status.txt

64 lines
3.1 KiB

TODAY'S GOAL:
* Room should always be found.
* Change the test matrix to be irregular dimensions.
* Study https://github.com/hirdrac/gx_lib/blob/main/gx/Unicode.hh
* Study this https://en.cppreference.com/w/cpp/language/explicit
* Study https://en.cppreference.com/w/cpp/language/member_functions#Special_member_functions
* Light should flood using the dijkstra map rather than use a box.
-1. Learn std::initializer_list by using it.
0. \ua3fd causes the character immediately after to vanish. Make a test and solve it.
1. Why do Sliders only have to be kept around forever and can't go in containers like everything else?
* Make a for-loop generator thing, and figure out whatever this magic matrix-processing-without-for-loops tech is (that probably doesn't exist).
"you could make an iterator type that you create with the Matrix & a box - then it iterates though each row/column and updates its x/y values. More code over all but loops like you're doing now could be simpler"
TODO:
* Make the light directional.
* Hot key for debug view.
* Refine the event handling to pass most of them to the gui panels and then I can intercept them.
* Resolve fmt::format vs std::format from hirdrac when using clang or gcc latest.
* Fix " room should always be found"
* Fix BUG markers as much as possible.
* Make room generation have "texture" or state like mossy, flooded, etc.
* A condition map that indicates what each tile's condition is, so it can have "watery", "wet", "mossy", "burned", and that changes the color of the foreground/background but not the actual tile.
* A tile will then denote a kind of surface, so stone, water, lava, etc.
* Lua integration
* Enemies stuck in walls after generation.
* Save file needs work, it's not saving gold and lights.
* Move all keyboard and mouse events into SFMLRender so it's completely abstracted away and can be changed to a different backend if I want.
* When fighting two enemies with lots of attacks it crashes because one dies and isn't there. Test by making enemies immortal.
* LightRender can just use the Dijkstra map paths to calculate light strenght from the point rather than doing the box thing.
* $paths.$paths is annoying.
* Format of pre/post in dbc isn't consistent with the rest of the lib but I also maybe don't need the function version?
* I can do headless windows in renderer for testing.
- renderer.$window.setVisible(false);
* Think up an enemy system.
* Write a method for renderer that can translate coordinates.
* Can std::any be defaulted to a noop in the events?
* Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold.
* Create a few more enemy types to fight.
* Devise a more complete map/world generator that can use the loot and enemies better.
* Maybe an LOS system, but the hearing version works pretty well so far.
* Probably a system for mapping collision types to sound effects, rather than having the GUI do it.
* Write a test that generates a ton of maps then confirms there's a path from one room to every other room?
* check out SoLoud.
* BUG: When enemies die they can be overlapping another enemy.