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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12 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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12 months ago |
Zed A. Shaw
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8594568ff4
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Slight clean up.
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12 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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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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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 year 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 year 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 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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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 year 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 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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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 year 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 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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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 year 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 year ago |
Zed A. Shaw
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be3eef7082
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Make money.
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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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fd53f92fe6
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Prep for fixing the spatialmap to allow for entities without collision to still be in the space.
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1 year ago |
Zed A. Shaw
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d93bc1615c
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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1 year ago |
Zed A. Shaw
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86ddfc460f
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Update to the new lel-guecs with Icons and the ability to set a Sprite to stretch or not. Now Icons for loot pickup work perfectly, but need to be centered.
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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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b311713064
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Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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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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2802a44ba4
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Clean up System::render_map.
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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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3b81959aa9
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Map now displays way better. The paper is gone for now.
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1 year ago |
Zed A. Shaw
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973495b687
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Map now has a color theme rather than random colors.
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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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0272ba8540
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Trying a bit of color changes.
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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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dd541ae59d
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Ripped out the string based map and created a Matrix map drawing function.
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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 |