Zed A. Shaw
|
da64e526c4
|
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.
|
1 year ago |
Zed A. Shaw
|
1bb8999610
|
A bit more cleanup, but still looking for more organization.
|
1 year ago |
Zed A. Shaw
|
e42647d727
|
I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
|
1 year ago |
Zed A. Shaw
|
da04c5ec54
|
Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies.
|
1 year ago |
Zed A. Shaw
|
33327154ad
|
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.
|
1 year ago |
Zed A. Shaw
|
86c98c43c2
|
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.
|
1 year ago |
Zed A. Shaw
|
b9c27cd6ba
|
Now calling this DinkyECS and will use it in the game to move the enemies and such.
|
1 year ago |
Zed A. Shaw
|
085777706e
|
A few more little features like facts and the ability to store a system for later running.
|
1 year ago |
Zed A. Shaw
|
cc4f83a1d1
|
Just wrote my own entity system to figure it out.
|
1 year ago |
Zed A. Shaw
|
a3eaf78fd3
|
Brought in FLECS to play with, tomorrow we learn it.
|
1 year ago |
Zed A. Shaw
|
b8a0d9bbd1
|
Now able to render the map at a different size from the rest of the UI and also only shake the map.
|
1 year ago |
Zed A. Shaw
|
77945be4d7
|
Record some bugs.
|
1 year ago |
Zed A. Shaw
|
f9bf8f06ea
|
Some jank test visual effects are working.
|
1 year ago |
Zed A. Shaw
|
243d15c123
|
Just don't prevent start points being in walls.
|
1 year ago |
Zed A. Shaw
|
6f952bfd28
|
Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size.
|
1 year ago |
Zed A. Shaw
|
5cf66aad02
|
Conver to using \ for member variables in classes. In structs just use the name.
|
1 year ago |
Zed A. Shaw
|
187edb898e
|
Mostly all cleaned up now.
|
1 year ago |
Zed A. Shaw
|
10e5f53292
|
Mostly pulled out all of the ftxui rendering into cleaner areas.
|
1 year ago |
Zed A. Shaw
|
710076edfb
|
Pulled most of the variables out so now I can carve out functions.
|
1 year ago |
Zed A. Shaw
|
a7f6357e12
|
Refactor the entity out.
|
1 year ago |
Zed A. Shaw
|
cac7017563
|
Prepared to rework and refactor.
|
1 year ago |
Zed A. Shaw
|
1404144af8
|
Ignore more irrelevant things.
|
1 year ago |
Zed A. Shaw
|
8aa982e5ea
|
Make the changes for the new assets layout.
|
1 year ago |
Zed A. Shaw
|
feda66defd
|
Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
|
1 year ago |
Zed A. Shaw
|
69fa7d9e4e
|
Make doors randomly on the rooms.
|
1 year ago |
Zed A. Shaw
|
dd6d29ed7d
|
A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
|
1 year ago |
Zed A. Shaw
|
2e8abbaf5e
|
Our hero can walk around the world and won't go through walls.
|
1 year ago |
Zed A. Shaw
|
bcc524861e
|
Map generation is working well, and some cleanup.
|
1 year ago |
Zed A. Shaw
|
3a43324fa2
|
Random map gen is mostly working, now to clean it up.
|
1 year ago |
Zed A. Shaw
|
a82944f55a
|
Jank thoughts on using the dijk map to walk from door to door for tunnels.
|
1 year ago |
Zed A. Shaw
|
b100950877
|
Move the random gen to a global for now.
|
1 year ago |
Zed A. Shaw
|
a37a40d45f
|
Slightly better parition and map_drawing.
|
1 year ago |
Zed A. Shaw
|
44f11d5ddd
|
Refactor into the class for more work.
|
1 year ago |
Zed A. Shaw
|
04b16c75ad
|
Undo the dijk test.
|
1 year ago |
Zed A. Shaw
|
68d6b9e90c
|
If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
|
1 year ago |
Zed A. Shaw
|
997a3ab45b
|
Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
|
1 year ago |
Zed A. Shaw
|
f48f9d9bc5
|
If you just pick the wider of the dimensions then you get a more even spread vs random direction.
|
1 year ago |
Zed A. Shaw
|
5f09747109
|
If you just pick the wider of the dimensions then you get a more even spread vs random direction.
|
1 year ago |
Zed A. Shaw
|
e1ebea7451
|
Working mostly correct now, just need to tweak how it works more and work on connections.
|
1 year ago |
Zed A. Shaw
|
61d2747441
|
It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first.
|
1 year ago |
Zed A. Shaw
|
56cc38006b
|
NOTWORKING: Committing this so I can show the changes I made on the next stream.
|
1 year ago |
Zed A. Shaw
|
62195e6eea
|
A dirty first cut at a single random horiz/vert split for the BSP algorithm.
|
1 year ago |
Zed A. Shaw
|
6cb3366912
|
I can make a map with one room 'randomly' generated and calculate paths.
|
1 year ago |
Zed A. Shaw
|
8b67a25732
|
Cleaned up the map for more work.
|
1 year ago |
Zed A. Shaw
|
4f863c2635
|
Dijkstra thing is working on a sample map.
|
1 year ago |
Zed A. Shaw
|
c6d298023a
|
Need the test file.json
|
1 year ago |
Zed A. Shaw
|
ebb5360c5c
|
Fixed the bug that made walls not receive the algorithm.
|
1 year ago |
Zed A. Shaw
|
4d748d1f48
|
Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm.
|
1 year ago |
Zed A. Shaw
|
d7b1cf0bf9
|
Got a really terrible map in the middle of a two panel UI. Next step is to get the dijkstra algorithm working and make a real map with it.
|
1 year ago |
Zed A. Shaw
|
6afb13a50b
|
A better starter for the project.
|
1 year ago |