Zed A. Shaw
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e92fd2b6f3
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Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps.
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11 months ago |
Zed A. Shaw
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7ffa6025ce
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And finally fix some of the API names to make more sense in their current location.
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12 months ago |
Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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12 months ago |
Zed A. Shaw
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c46927ea10
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Now all of the old LevelManager code is gone. Next phase is to rename the Game:: to something better then test the shit out of it.
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12 months ago |
Zed A. Shaw
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a83ee77eea
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levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
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12 months ago |
Zed A. Shaw
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5aca2fb56a
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Tests are now clean so next step is to officially nuke the level manager.
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12 months ago |
Zed A. Shaw
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564f9842a2
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All of the UIs should be cleared out, and that just leaves the tests.
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12 months ago |
Zed A. Shaw
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d5ff57e025
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Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
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12 months ago |
Zed A. Shaw
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644ff6edc0
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Bad test that wasn't running.
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12 months ago |
Zed A. Shaw
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20fa95bd93
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Simple test to make sure world events actually loop. Closes #84.
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12 months ago |
Zed A. Shaw
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05d54ff661
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Now also combat works no matter what's on the ground. Closes #81.
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1 year ago |
Zed A. Shaw
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f84b63f0e6
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The problem with picking up items under a dead body is fixed but now need to fix combat.
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1 year ago |
Zed A. Shaw
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97fe02d99d
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Add a new dead_body sprite for things that are dead but you can't loot them.
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1 year ago |
Zed A. Shaw
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9bf6926dc3
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A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck.
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1 year ago |
Zed A. Shaw
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9c02fb846b
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Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78.
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1 year ago |
Zed A. Shaw
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23ead1f0ca
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SpatialMap now has a full test suite and that helped find some bugs.
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1 year ago |
Zed A. Shaw
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f26189c696
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SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision.
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1 year ago |
Zed A. Shaw
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b193bab148
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Add in the tests from finding the bug in spatial map.
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1 year ago |
Zed A. Shaw
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d6326c9e41
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Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea.
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1 year ago |
Zed A. Shaw
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ff7111b006
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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1 year ago |
Zed A. Shaw
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6f91533950
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Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map.
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1 year ago |
Zed A. Shaw
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2997dc363b
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FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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1 year ago |
Zed A. Shaw
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d264760405
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Fog of War works but it's in the wrong place and needs to be based on light.
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1 year ago |
Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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1 year ago |
Zed A. Shaw
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379060b8c7
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Can now set a color to another already existing color.
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1 year ago |
Zed A. Shaw
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f4fa50a413
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Colors are now being loaded from assets/palette.json
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1 year ago |
Zed A. Shaw
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48a7f72411
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Now have a simple color palette system.
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1 year ago |
Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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1 year ago |
Zed A. Shaw
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dca38397e7
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Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying.
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1 year ago |
Zed A. Shaw
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0d1eacdc5c
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Now entities are drawn after the map so that there's no holes.
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1 year ago |
Zed A. Shaw
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72ecca8c82
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I can now draw a map and then render it with the sprites pretty easily. Problem currently is the entities replace their floor tiles so need to fix that.
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1 year ago |
Zed A. Shaw
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a3f82139e9
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One step closer to map rendering from tile sprites.
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1 year ago |
Zed A. Shaw
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d9219a8c64
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This cleans up how I'm rendering the map but there's no way I can render a large map like this. It'd be way too big.
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1 year ago |
Zed A. Shaw
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3b06105813
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Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
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1 year ago |
Zed A. Shaw
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5db3d1a306
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Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
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1 year ago |
Zed A. Shaw
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5e01eb29a9
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There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
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1 year ago |
Zed A. Shaw
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b2a6262964
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Now have background color for the sprites used in the maps.
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1 year ago |
Zed A. Shaw
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b16ca3fd65
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I now have hacked in basic color for the wall tiles but not enemies and items.
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1 year ago |
Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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1 year ago |
Zed A. Shaw
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2c011079a8
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I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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1 year ago |
Zed A. Shaw
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87e69bebde
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There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54.
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1 year ago |
Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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1 year ago |
Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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1 year ago |
Zed A. Shaw
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6437bd3b54
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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1 year ago |
Zed A. Shaw
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7602fb0b31
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Not using Weapon anymore.
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1 year ago |
Zed A. Shaw
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19682fd0bc
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Add the frame width/height to SpriteTexture. Closes #13
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1 year ago |
Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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1 year ago |
Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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1 year ago |
Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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1 year ago |
Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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1 year ago |