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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12 months 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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12 months ago |
Zed A. Shaw
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043c0d91df
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Now using the box iterator everywhere I can before writing a flood iterator.
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1 year ago |
Zed A. Shaw
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547be19e68
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Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator.
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1 year 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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1 year 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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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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e863bfa2fe
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Can now copy character codes.
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1 year ago |
Zed A. Shaw
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ffc787df64
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Designer is working great now, and this fixes a bunch of things about the mouse.
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1 year ago |
Zed A. Shaw
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f05f652c26
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Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates.
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1 year ago |
Zed A. Shaw
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cb2e766305
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Merge in changes from OSX.
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1 year ago |
Zed A. Shaw
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a9e25668fb
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Rought font extractor that probably has a memory error causing it to behave mysteriously, and the designer now uses a json file of the characters that will work.
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1 year ago |
Zed A. Shaw
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9ab064126f
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Before freetype2 use to iterate through the font's glyphs diretly.
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1 year ago |
Zed A. Shaw
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3de70f71f3
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Fix for OSX build.
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1 year ago |
Zed A. Shaw
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c483649e20
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Can actually use it to find glyphs now.
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1 year ago |
Zed A. Shaw
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0edd948101
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A barely working tool to find font characters and pick their color.
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1 year 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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1 year ago |
Zed A. Shaw
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f946d46936
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Fix up the gitignor and bring in the ragel manual for safe keeping.
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1 year ago |
Zed A. Shaw
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2f8c9bd1a9
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Change the color namespace to ColorValue. Need to come up with the organizational theme for the code.
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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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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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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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2d5490131d
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Merge branch 'main' of git.learnjsthehardway.com:learn-code-the-hard-way/roguish
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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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381b82ee4e
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Small fix to build on non-windows platforms.
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1 year 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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1 year 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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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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6b4ebf7629
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More complete readme but need a screenshot.
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1 year ago |
Zed A. Shaw
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bdfd61c8e7
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GUI had old code when I was toying with doing lighting with a png.
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1 year ago |
Zed A. Shaw
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c11384df59
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Forgot the little matrix wrapper.
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1 year ago |
Zed A. Shaw
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aadf15e439
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Created an initial README.
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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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e86d474c7c
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Now have more test for the base functionality but need to push render tests and find a way to test the GUI. I've also brought in sol2 for lua integration but not sure what to do with it.
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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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97255eb813
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First coverage reports. Tests don't get near enough coverage but running the program does.
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1 year ago |
Zed A. Shaw
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988edf13d7
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Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast.
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1 year ago |
Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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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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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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1 year 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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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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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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1 year ago |