Zed A. Shaw
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18a5f6bfa9
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Setup for the LevelManager to take charge of all level operations.
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1 year ago |
Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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1 year ago |
Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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1 year ago |
Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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1 year ago |
Zed A. Shaw
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6b4bc6cc11
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fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
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1 year ago |
Zed A. Shaw
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7fe6ad174d
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Now have a configurable displayable tilemap to do better tiles.
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1 year ago |
Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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1 year ago |
Zed A. Shaw
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56b26e1c4a
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Matrix now just does the dumping but I need to make this more formal I think.
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1 year ago |
Zed A. Shaw
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eb0ca38e30
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Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
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1 year ago |
Zed A. Shaw
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ae43dad499
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Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits.
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1 year ago |
Zed A. Shaw
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0b4392dbcc
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Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want.
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1 year ago |
Zed A. Shaw
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2576b16869
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Test coverage back and save system should work again but have to confirm it in-game.
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1 year ago |
Zed A. Shaw
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68d8bdce12
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Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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1 year ago |
Zed A. Shaw
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3f7a9cc124
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Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient.
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1 year ago |
Zed A. Shaw
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e05335b153
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Initial stab at pulling the pathing out.
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1 year ago |
Zed A. Shaw
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d515c33afc
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Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely.
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1 year ago |
Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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1 year ago |
Zed A. Shaw
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d0d62836e3
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Now have good coverage on map but need to actually confirm results in the test.
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1 year ago |
Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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1 year ago |
Zed A. Shaw
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54fa1a23ce
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Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted.
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1 year ago |
Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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1 year ago |
Zed A. Shaw
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15a302d133
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Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job.
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1 year ago |
Zed A. Shaw
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2dccc6b17b
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Initial fix of the crash with different map sizes but that's not the ultimate fix.
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2 years ago |
Zed A. Shaw
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5af6d75b4c
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FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts.
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2 years ago |
Zed A. Shaw
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011fee4872
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A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain'
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2 years ago |
Zed A. Shaw
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c1d43694b0
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Couldn't debug the map size crash so just did this small change until I can.
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2 years ago |
Zed A. Shaw
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99d56b246c
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Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out.
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2 years ago |
Zed A. Shaw
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713d400d17
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Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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2 years ago |
Zed A. Shaw
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e864e14eab
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Rendering with color is working now but still has problems with enabling/resetting the default colors.
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2 years ago |
Zed A. Shaw
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a36b187879
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Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
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2 years ago |
Zed A. Shaw
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ae484bf425
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ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
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2 years ago |
Zed A. Shaw
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9102bdc8ad
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Created a combat system to start with and also added a 'HEARING' mechanic where enemies can hear you from a certain distance before moving to you.
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2 years ago |
Zed A. Shaw
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5a123ae74c
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Refactor some code to have better naming and move Point and related point things into their own .hpp.
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2 years ago |
Zed A. Shaw
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743f906bc7
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Implemented a simple collision hash table.
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2 years ago |
Zed A. Shaw
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9f1e9717a0
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Super jank prototype of my idea but I am rendering multiple characters per cell to give the effect of a more complex character. Now to make this a data setup so it's easy to make characters. Also, probably have little add ons to show things like weapons equiped, etc.
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2 years ago |
Zed A. Shaw
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da64e526c4
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Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
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2 years ago |
Zed A. Shaw
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33327154ad
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DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
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2 years ago |
Zed A. Shaw
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86c98c43c2
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Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
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2 years ago |
Zed A. Shaw
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5cf66aad02
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Conver to using \ for member variables in classes. In structs just use the name.
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2 years ago |
Zed A. Shaw
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10e5f53292
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Mostly pulled out all of the ftxui rendering into cleaner areas.
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2 years ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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2 years ago |
Zed A. Shaw
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dd6d29ed7d
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A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
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2 years ago |
Zed A. Shaw
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2e8abbaf5e
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Our hero can walk around the world and won't go through walls.
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2 years ago |
Zed A. Shaw
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bcc524861e
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Map generation is working well, and some cleanup.
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2 years ago |
Zed A. Shaw
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3a43324fa2
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Random map gen is mostly working, now to clean it up.
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2 years ago |
Zed A. Shaw
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a82944f55a
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Jank thoughts on using the dijk map to walk from door to door for tunnels.
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2 years ago |
Zed A. Shaw
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b100950877
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Move the random gen to a global for now.
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2 years ago |
Zed A. Shaw
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a37a40d45f
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Slightly better parition and map_drawing.
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2 years ago |
Zed A. Shaw
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44f11d5ddd
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Refactor into the class for more work.
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2 years ago |
Zed A. Shaw
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6cb3366912
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I can make a map with one room 'randomly' generated and calculate paths.
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2 years ago |