Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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2 years 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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2 years ago |
Zed A. Shaw
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0e8a2e520a
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Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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2 years ago |
Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2 years 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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2 years ago |
Zed A. Shaw
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62f986719d
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Quick hack to test finding a better light. If you find the gold you get a better light.
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2 years ago |
Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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2 years ago |
Zed A. Shaw
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1bb04b4562
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Tried to set the background color in the ftxui canvas and weirdly it started doing almost what I want with lighting, but I didn't write any code to do that. There's some bug in how I'm doing it that's causing it to set the colors...correctly. Must find out why.
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2 years ago |
Zed A. Shaw
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fb1fd9d8bc
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A bit of some clean up, API unifying, and some performance tweaks.
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2 years ago |
Zed A. Shaw
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a4926bedcb
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Get a better cell size for the rendering of the image.
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2 years ago |
Zed A. Shaw
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6f0f3f01d9
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A bit of playing with sizes and motion on the image.
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2 years 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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2 years ago |
Zed A. Shaw
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19b8bf1850
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Totally a pile of garbage with a bunch of debug prints because I'm going to have to rewrite the renderer resizing to allow for any size image, not just the map. But this does display an image using averaged squares.
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2 years ago |
Zed A. Shaw
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3bb3b654e7
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Fixes to build on non-windows and give the answer parser a real name.
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2 years ago |
Zed A. Shaw
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111429b974
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A slight improvement to avoid rendering boxes behind text that is default bg color.
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2 years ago |
Zed A. Shaw
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be144e2a05
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Start of image to ansi converter.
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2 years ago |
Zed A. Shaw
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b7002917c1
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Color is now in one nice location.
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2 years ago |
Zed A. Shaw
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c8fa68815b
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A bit more cleanup of render but kind of stuck on what to do further.
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2 years ago |
Zed A. Shaw
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7cb03594a3
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Renderer now knows how to render panels as grid/text based on how the panel is configured.
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2 years ago |
Zed A. Shaw
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f79e7638c0
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Panel now holds data on how it should be rendered and render just uses that instead of calculating it.
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2 years ago |
Zed A. Shaw
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1a3bbaedda
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Use the MID value for borders.
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2 years ago |
Zed A. Shaw
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958c8545a7
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It's actually better to just use FTXUI's Modal system than to invent my own.
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2 years ago |
Zed A. Shaw
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88d362d6a5
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A little clean up while I think about how to do this....
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2 years ago |
Zed A. Shaw
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d36c42038d
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Simple mouse clicks working but probably wrong coordinates.
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2 years ago |
Zed A. Shaw
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64855f3c90
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The gui can now pop open a modal based on clicking a button but I need to manage focus next.
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2 years ago |
Zed A. Shaw
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34c84343db
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Mostly working now, just had to manually calculate the grid. Needs a cleanup but I'm moving on for now.
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2 years ago |
Zed A. Shaw
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89a70f398a
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Rewrote the ansi parser to exactly callback on color setting, so now just need to clean this all up and fix a few little bugs.
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2 years ago |
Zed A. Shaw
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96ee16e598
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Figured out that I don't need a special screen, just send events to the component directly with OnEvent. However, you have to component->Add() or call Render(component, []) with it or else it's not considered a child.
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2 years ago |
Zed A. Shaw
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e3cff8142c
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Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events.
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2 years ago |
Zed A. Shaw
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7d3605f58b
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A bit of cleanup and testing of the panel, then some optimization to avoid re-rendering and multiple wchar converts.
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2 years ago |
Zed A. Shaw
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6e848004c4
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Panel is working and now I can work on the gui interactions parts.
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2 years ago |
Zed A. Shaw
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9bc9c9007f
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Now have a nice panel to hold all the UI panels we'll use later.
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2 years ago |
Zed A. Shaw
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baaf56d4de
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Can do better rendering of individual components and 'panels' but it's not too clean right now.
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2 years ago |
Zed A. Shaw
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7b5c84b5f7
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Cleaned up the gui display some more for future GUI elements.
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2 years ago |
Zed A. Shaw
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2ced72a475
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Slight improvement in the renderer efficiency.
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2 years ago |
Zed A. Shaw
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824a384ffd
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Font sizes and map view now work with arbitrary map sizes.
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2 years 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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809ec9ed0d
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Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish
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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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badc0ca438
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The json output is a problem but I don't even use it.
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2 years ago |
Zed A. Shaw
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43fb60ebaa
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Removed the ambient sound until I can redesign it.
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2 years ago |
Zed A. Shaw
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113811bc84
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Got some new sounds and camera shake came back but has a bug.
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2 years ago |
Zed A. Shaw
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ed9d0de8e0
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Event system now accepts any data and the GUI receives simpler events with data for them.
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2 years ago |
Zed A. Shaw
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0e79288afc
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More notes on the next things to do.
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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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0a268591c2
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Started working on the loot system which will eventually become the inventory/improved collision system.
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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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67cacd5dcd
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Can actually save the game now.
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2 years ago |
Zed A. Shaw
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b2ed598c1f
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Kind of working save now, but does have problems with dead things.
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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 |