Zed A. Shaw
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7acbd0379f
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There's now a config to control the random world gen a bit.
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1 year ago |
Zed A. Shaw
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b16405cfdc
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Better random entity placement and config of entities is now more generic.
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1 year ago |
Zed A. Shaw
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641a405a06
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Need a disclaimer on bugs.
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1 year ago |
Zed A. Shaw
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86501f00f5
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More burn.
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1 year ago |
Zed A. Shaw
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27a603f0e1
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Yes, feel the burn.
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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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ffdea41faa
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Randomized rectangle placement without repetition works now. On to having multiple levels in the dungeon.
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1 year ago |
Zed A. Shaw
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cb976a69a9
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Map gen now works again and the enemy density is toned down.
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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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c19c53b15b
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Meson update and gdb fix.
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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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80ef052e15
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Fixed a problem in the world builder after a refactor then made it do less random paths.
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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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8d3ccd935d
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Bringing in Amit's matrix for study and comparison.
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1 year ago |
Zed A. Shaw
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ee304c30e3
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Made a curative component really quick.
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1 year ago |
Zed A. Shaw
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d6916b675e
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Enemies can be tagged as moving randomly, but it's very subtle.
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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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9ce4fbd552
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Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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1 year ago |
Zed A. Shaw
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1f7214fcd4
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GUI now handles modals better and there's now a death screen that makes you exit. More to come.
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1 year ago |
Zed A. Shaw
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6cabd62c7f
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There's a simple death screen now and you can exit. More work on what death means later.
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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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31e5eb7fce
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Picking up gold doesn't add it to your inventory.
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1 year ago |
Zed A. Shaw
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8e4add25a9
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A little more cleanup and then removing any completed bug notes.
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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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aaa6d9f9f3
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Can display items picked up but man is this some garbage code. I need to rethink how inventory is stored so that it'll work with the Menu.
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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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d7353a02df
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Initial layout of an item inventory UI.
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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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1962b0c24e
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Started prototyping a viewport iterator but couldn't get it right so I'll test drive it next.
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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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380e18b91a
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All of the GUI panels are now their own classes and pulled out of the main GUI so I can devise how they're managed.
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1 year ago |
Zed A. Shaw
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941be008f8
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Very jank but now I can set different panels as active and test for mouse events in them to enable mouse. This needs a big cleanup and probably some FSM love.
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1 year ago |
Zed A. Shaw
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f0829bb9ea
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Starting a bit of refactoring to sort out how to handle the various UIs.
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1 year ago |
Zed A. Shaw
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d8400d0a76
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Tinkering with a way to do modal UIs for things like inventory etc.
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1 year ago |
Zed A. Shaw
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db441000f8
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Added in an initial test to blur the current screen for any pause actions, before doing a modal or new UI.
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1 year ago |
Zed A. Shaw
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28d19d80a2
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Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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1 year ago |
Zed A. Shaw
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59bbae0af0
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Added a couple of test enemies to the game for the next stream.
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1 year ago |
Zed A. Shaw
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8d661b785b
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World builder does a better job of placing entities in rooms and not walls.
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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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1 year 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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1 year ago |
Zed A. Shaw
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31620adf7a
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Update to SFML 2.6.2
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1 year 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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1 year ago |
Zed A. Shaw
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8a94108874
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Entities now look like they stand on the tiles.
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1 year ago |