Zed A. Shaw
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3008be5958
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Mark this one migrated.
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1 week ago |
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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1 week ago |
Zed A. Shaw
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c894f6e094
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Initial part of the rewrite for the autowalker to fix the pathing and aiming issues.
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2 weeks ago |
Zed A. Shaw
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63eaea3536
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rewrite game_level::player_position to be more efficient.
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2 weeks ago |
Zed A. Shaw
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4a2d8770d9
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Cleaned up how the camera is configured so that it can be easily queried in other parts like the autowalker.
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2 weeks ago |
Zed A. Shaw
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b4569622a0
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Cleanup the autowalker for new work.
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2 weeks ago |
Zed A. Shaw
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4bf9a9177f
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Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does.
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2 weeks ago |
Zed A. Shaw
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fc8e65f4d6
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Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls.
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2 weeks ago |
Zed A. Shaw
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586343a614
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Enemies will now fight back if they're cornered. Was actually way easier than I thought.
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2 weeks 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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3 weeks ago |
Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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3 weeks 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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3 weeks 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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3 weeks 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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3 weeks 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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3 weeks 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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3 weeks ago |
Zed A. Shaw
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81e25f73bb
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Next phase of the refactor is done. Now to replace everything in Systems.
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3 weeks ago |
Zed A. Shaw
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644ff6edc0
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Bad test that wasn't running.
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3 weeks ago |
Zed A. Shaw
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097879440d
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Changed facts in DinkyECS to be a shared_ptr so that it is a singular data store instead of copied around. Closes #85.
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3 weeks ago |
Zed A. Shaw
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b839fb6463
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The problem was keeping a reference in a class/object means that it will not get updated copies when levelmanager makes a new level. Honestly that whole constelation of bullshit needs to die. Closes #62.
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3 weeks ago |
Zed A. Shaw
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ae1a48deed
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Now I have a better error that's more exact, but I think next level of this is to just show a generic texture for missing ones. Closes #80.
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3 weeks ago |
Zed A. Shaw
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25a143cf22
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Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
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3 weeks 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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3 weeks ago |
Zed A. Shaw
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a86912705c
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Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable.
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4 weeks ago |
Zed A. Shaw
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ad0069e899
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Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
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4 weeks ago |
Zed A. Shaw
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42575ef1f5
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Updated the lootable body asset.
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4 weeks ago |
Zed A. Shaw
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f19c1dbb20
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Now you can heal yourself.
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4 weeks ago |
Zed A. Shaw
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e03a63f9fb
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A little bit of refactoring while thinking about the loot next.
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4 weeks ago |
Zed A. Shaw
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48e28ee636
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New dead_body_lootable sprite for dead things you can loot.
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4 weeks ago |
Zed A. Shaw
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b9209beddd
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Better error when you have duplicate map icons.
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4 weeks ago |
Zed A. Shaw
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8594568ff4
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Slight clean up.
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4 weeks ago |
Zed A. Shaw
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521180b086
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Refactor out the junk randomizer and put it in rituals where it belongs.
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4 weeks 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 month 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 month 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 month ago |
Zed A. Shaw
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0d889cd0ff
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Quick start to making it possible to use healing items, or any item really. Going with a style that it has to be on your toolbar to use it, and the toolbelt looks in your inventory to see ifyou have healing items.
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1 month ago |
Zed A. Shaw
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b9656013b0
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Now have dead bodies working but need art for it.
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1 month ago |
Zed A. Shaw
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fc4eacadb0
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There's now a Collision component that determines collision if its set. Closes #72.
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1 month 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 month ago |
Zed A. Shaw
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077f0e84ea
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Don't add wiggle to the things in the player's square since that moves them into the player eyes.
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1 month ago |
Zed A. Shaw
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a4a4389281
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Move amt's examples into scratchpad for later review.
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1 month 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 month ago |
Zed A. Shaw
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694ee210d6
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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1 month ago |
Zed A. Shaw
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1788b8fb28
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Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.
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1 month 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 month 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 month 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 month ago |
Zed A. Shaw
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569d04725a
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This is the cause of the bug where going to the next level caused things to disappear. What happened is that on next level this code was adding the player but _not_ adding them to collision. Then when the player moved the spatialmap would remove them, see they're technically 'no collision' and then add them back in without collision.
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1 month ago |
Zed A. Shaw
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e51fb8627c
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Switching to Linux to find a memory bug and I want to keep a record of what caused it.
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1 month ago |
Zed A. Shaw
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be3eef7082
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Make money.
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1 month ago |