Zed A. Shaw
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3008be5958
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Mark this one migrated.
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2 months 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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2 months 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 months 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 months 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 months ago |
Zed A. Shaw
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b4569622a0
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Cleanup the autowalker for new work.
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2 months 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 months 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 months 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 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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2 months ago |
Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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2 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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2 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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2 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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2 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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2 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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2 months 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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2 months ago |
Zed A. Shaw
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644ff6edc0
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Bad test that wasn't running.
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2 months 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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2 months 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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2 months 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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2 months 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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2 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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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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42575ef1f5
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Updated the lootable body asset.
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2 months ago |
Zed A. Shaw
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f19c1dbb20
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Now you can heal yourself.
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2 months 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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2 months 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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3 months 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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3 months ago |
Zed A. Shaw
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8594568ff4
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Slight clean up.
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3 months 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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3 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months 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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3 months ago |
Zed A. Shaw
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be3eef7082
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Make money.
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3 months ago |