Commit Graph

161 Commits (master)

Author SHA1 Message Date
Zed A. Shaw e92fd2b6f3 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. 1 week ago
Zed A. Shaw 7ffa6025ce And finally fix some of the API names to make more sense in their current location. 3 weeks ago
Zed A. Shaw a20d701096 Rename to GameDB and GameDB::Level. 3 weeks ago
Zed A. Shaw c46927ea10 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. 3 weeks ago
Zed A. Shaw a83ee77eea 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. 3 weeks ago
Zed A. Shaw 5aca2fb56a Tests are now clean so next step is to officially nuke the level manager. 3 weeks ago
Zed A. Shaw 564f9842a2 All of the UIs should be cleared out, and that just leaves the tests. 3 weeks ago
Zed A. Shaw d5ff57e025 Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api. 3 weeks ago
Zed A. Shaw 644ff6edc0 Bad test that wasn't running. 3 weeks ago
Zed A. Shaw 20fa95bd93 Simple test to make sure world events actually loop. Closes #84. 3 weeks ago
Zed A. Shaw 05d54ff661 Now also combat works no matter what's on the ground. Closes #81. 1 month ago
Zed A. Shaw f84b63f0e6 The problem with picking up items under a dead body is fixed but now need to fix combat. 1 month ago
Zed A. Shaw 97fe02d99d Add a new dead_body sprite for things that are dead but you can't loot them. 1 month ago
Zed A. Shaw 9bf6926dc3 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. 1 month ago
Zed A. Shaw 9c02fb846b Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78. 1 month ago
Zed A. Shaw 23ead1f0ca SpatialMap now has a full test suite and that helped find some bugs. 1 month ago
Zed A. Shaw f26189c696 SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision. 1 month ago
Zed A. Shaw b193bab148 Add in the tests from finding the bug in spatial map. 1 month ago
Zed A. Shaw d6326c9e41 Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea. 1 month ago
Zed A. Shaw ff7111b006 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. 2 months ago
Zed A. Shaw 6f91533950 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. 2 months ago
Zed A. Shaw 2997dc363b FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though. 2 months ago
Zed A. Shaw d264760405 Fog of War works but it's in the wrong place and needs to be based on light. 2 months ago
Zed A. Shaw aa72cfe4a4 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. 2 months ago
Zed A. Shaw 379060b8c7 Can now set a color to another already existing color. 2 months ago
Zed A. Shaw f4fa50a413 Colors are now being loaded from assets/palette.json 2 months ago
Zed A. Shaw 48a7f72411 Now have a simple color palette system. 2 months ago
Zed A. Shaw 75646619b3 Map now displays and works, just need to refine the colors and the compass directions. 2 months ago
Zed A. Shaw dca38397e7 Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying. 2 months ago
Zed A. Shaw 0d1eacdc5c Now entities are drawn after the map so that there's no holes. 2 months ago
Zed A. Shaw 72ecca8c82 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. 2 months ago
Zed A. Shaw a3f82139e9 One step closer to map rendering from tile sprites. 2 months ago
Zed A. Shaw d9219a8c64 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. 2 months ago
Zed A. Shaw 3b06105813 Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works. 2 months ago
Zed A. Shaw 5db3d1a306 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. 2 months ago
Zed A. Shaw 5e01eb29a9 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. 2 months ago
Zed A. Shaw b2a6262964 Now have background color for the sprites used in the maps. 2 months ago
Zed A. Shaw b16ca3fd65 I now have hacked in basic color for the wall tiles but not enemies and items. 2 months ago
Zed A. Shaw b2d0b0ee4c Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning. 2 months ago
Zed A. Shaw 2c011079a8 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. 2 months ago
Zed A. Shaw 87e69bebde 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. 2 months ago
Zed A. Shaw 784f753e72 Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities. 2 months ago
Zed A. Shaw b28b76ee2d Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. 2 months ago
Zed A. Shaw 6437bd3b54 Now have a 'destroy' method that removes everything related to an entity. Closes #18. 2 months ago
Zed A. Shaw 7602fb0b31 Not using Weapon anymore. 2 months ago
Zed A. Shaw 19682fd0bc Add the frame width/height to SpriteTexture. Closes #13 2 months ago
Zed A. Shaw f668ff6b7a First round of cleanup. dnd_loot. 3 months ago
Zed A. Shaw 3c5021e4c9 So far most of the bugs are solved but there's still some edge cases in the inventory dance. 3 months ago
Zed A. Shaw a0eff927b6 Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 3 months ago
Zed A. Shaw 86eabed3db Now when you loot an item the loot UI works. 3 months ago