Zed A. Shaw
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82216b8307
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World copying with facts and constants is working so now new levels are possible, but need to work on previous level motion.
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1 year ago |
Zed A. Shaw
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c14efee9ea
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First step in refactoring to allow for multiple levels. Next is to clean up the APIs and sort out how things will be notified that they have to switch levels.
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1 year ago |
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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193f5f915e
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Start the level manager for tomorrow.
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1 year ago |
Zed A. Shaw
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d2162910f6
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Implemented configurable randomization in the world builder, and then got the beginning of devices to work for the next part of going down a level through stairs.
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1 year ago |
Zed A. Shaw
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73b85e8057
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Finally have a name for my little matrix shape iterator library. I present to you, the SHITErators. Are they THE shit? Shit? Or just Shite?
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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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2b53363635
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Fix up a few operator things in amit's code.
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1 year ago |
Zed A. Shaw
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079734941c
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Amit's 1d->2d matrix that I can base a rewrite of mine on.
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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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f3f875ee80
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Initial changes to clean up the code.
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1 year ago |
Zed A. Shaw
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222b39c403
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Fixed up building enemies and items using componentsin the JSON.
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1 year ago |
Zed A. Shaw
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f2864a62ee
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Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies.
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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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14b3ea7676
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Inventory system is mostly working and I can pick up everything and use it.
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1 year ago |
Zed A. Shaw
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135d9a128b
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Basic inventory system working and can pick up items but needs to be reflected in the UI next.
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1 year ago |
Zed A. Shaw
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3d461bce6d
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Very simple items system to get into the inventory work.
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1 year ago |
Zed A. Shaw
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4cb41a61db
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Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing.
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1 year ago |
Zed A. Shaw
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5adeb4e078
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I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system.
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1 year ago |
Zed A. Shaw
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03c5546cdf
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World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
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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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194cc6664b
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Lighting is working way better and now for world generation work.
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1 year ago |
Zed A. Shaw
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9c03e850b5
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Now have more fancy rooms with different floors to play with.
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2 years ago |
Zed A. Shaw
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f46b5f15ef
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Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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2 years ago |
Zed A. Shaw
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9ac8da30ea
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Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath.
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2 years ago |
Zed A. Shaw
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857cd2f910
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Circle iterator now compensates for the matrix size and won't overflow.
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2 years ago |
Zed A. Shaw
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35f2defc11
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Better lighting and a circle algorithm that works more reliably.
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2 years 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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2 years ago |
Zed A. Shaw
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b66a3154c7
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Basic tile map implemented.
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2 years ago |
Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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2 years ago |
Zed A. Shaw
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5a6494acf5
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Fixing a stupid bug where it would crash because a fact wasn't in the world.
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2 years ago |
Zed A. Shaw
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d916d1c383
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A very jank circle algorithm that overdraws many of the lines but mostly works.
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2 years ago |
Zed A. Shaw
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d4b6c35120
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Working line iterator, and mostly working flood iterator that should be good enough for world gen.
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2 years ago |
Zed A. Shaw
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1295e9631d
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A slightly working flood iterator and a working compass iterator.
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2 years ago |
Zed A. Shaw
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70cd963e5c
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Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
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2 years ago |
Zed A. Shaw
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8e470df554
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A bit of late night work designing the little iterators.
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2 years ago |
Zed A. Shaw
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da0b941dfd
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A first exploration of doing a matrix iterator.
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2 years ago |
Zed A. Shaw
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ee1e2e5bc5
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Started working on a random flood function for paths to do things like fill rooms with stuff.
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2 years ago |
Zed A. Shaw
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6b3ce5eb3d
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Fixed a bunch of random little bugs everywhere.
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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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c7607533ce
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A bit of a quick test for the GUI system, but not sure how to make this do more.
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2 years ago |
Zed A. Shaw
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48df9248b2
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Testing is almost complete, but now I'm in the area where it's a lot of interaction and probably need mocks or a way to inject keys to the gui.
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2 years 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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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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e05335b153
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Initial stab at pulling the pathing out.
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2 years ago |