Zed A. Shaw
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4162287841
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Implement a simple combat system and killing off enemies. See status for next steps.
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2 years ago |
Zed A. Shaw
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62562faad3
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Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player.
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2 years ago |
Zed A. Shaw
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5a123ae74c
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Refactor some code to have better naming and move Point and related point things into their own .hpp.
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2 years ago |
Zed A. Shaw
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c19cd707d1
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Better unit test for the collision system.
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2 years ago |
Zed A. Shaw
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ec1ed23c52
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Now using a simple collision map to track entities and then determine if they're near the player for attacking.
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2 years ago |
Zed A. Shaw
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743f906bc7
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Implemented a simple collision hash table.
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2 years ago |
Zed A. Shaw
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dbc2a10933
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Very basic collision and combat to work out the idea and a logging system on the left.
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2 years ago |
Zed A. Shaw
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98993481b0
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Playing around with it some more to see how a move would work.
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2 years ago |
Zed A. Shaw
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98baa13264
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Tried out Google's AI response to the question of a C++ spatial hash and it kind of came close. This took some massaging but it could work.
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2 years ago |
Zed A. Shaw
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6f2fba4f7f
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Make a few comments to keep this straight.
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2 years ago |
Zed A. Shaw
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e57a13846f
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A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits.
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2 years ago |
Zed A. Shaw
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9083582420
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Make it possible to zoom in/out, but I may make this a combat thing where it's zoomed out until you encounter an enemy.
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2 years ago |
Zed A. Shaw
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02a45d890f
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Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming.
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2 years ago |
Zed A. Shaw
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9f1e9717a0
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Super jank prototype of my idea but I am rendering multiple characters per cell to give the effect of a more complex character. Now to make this a data setup so it's easy to make characters. Also, probably have little add ons to show things like weapons equiped, etc.
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2 years ago |
Zed A. Shaw
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31c86fa2b3
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Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested.
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2 years ago |
Zed A. Shaw
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08d71f9bdc
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Super duper slow but this renders the text glyphs directly as sprites so I can do special colorization. Probalby then need to process the ftxui color ansi codes.
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2 years ago |
Zed A. Shaw
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fe5f7673ea
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Remove some unused variables.
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2 years ago |
Zed A. Shaw
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8b61a4fad8
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Forgot to set targets for pathing.
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2 years ago |
Zed A. Shaw
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3dae65fe82
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Merge in the refactor from earlier.
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2 years ago |
Zed A. Shaw
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da64e526c4
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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.
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2 years ago |
Zed A. Shaw
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1bb8999610
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A bit more cleanup, but still looking for more organization.
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2 years ago |
Zed A. Shaw
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e42647d727
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I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
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2 years ago |
Zed A. Shaw
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da04c5ec54
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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.
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2 years ago |
Zed A. Shaw
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33327154ad
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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.
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2 years ago |
Zed A. Shaw
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86c98c43c2
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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.
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2 years ago |
Zed A. Shaw
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b9c27cd6ba
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Now calling this DinkyECS and will use it in the game to move the enemies and such.
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2 years ago |
Zed A. Shaw
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085777706e
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A few more little features like facts and the ability to store a system for later running.
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2 years ago |
Zed A. Shaw
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cc4f83a1d1
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Just wrote my own entity system to figure it out.
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2 years ago |
Zed A. Shaw
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a3eaf78fd3
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Brought in FLECS to play with, tomorrow we learn it.
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2 years ago |
Zed A. Shaw
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b8a0d9bbd1
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Now able to render the map at a different size from the rest of the UI and also only shake the map.
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2 years ago |
Zed A. Shaw
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77945be4d7
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Record some bugs.
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2 years ago |
Zed A. Shaw
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f9bf8f06ea
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Some jank test visual effects are working.
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2 years ago |
Zed A. Shaw
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243d15c123
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Just don't prevent start points being in walls.
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2 years ago |
Zed A. Shaw
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6f952bfd28
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Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size.
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2 years ago |
Zed A. Shaw
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5cf66aad02
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Conver to using \ for member variables in classes. In structs just use the name.
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2 years ago |
Zed A. Shaw
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187edb898e
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Mostly all cleaned up now.
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2 years ago |
Zed A. Shaw
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10e5f53292
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Mostly pulled out all of the ftxui rendering into cleaner areas.
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2 years ago |
Zed A. Shaw
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710076edfb
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Pulled most of the variables out so now I can carve out functions.
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2 years ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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2 years ago |
Zed A. Shaw
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cac7017563
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Prepared to rework and refactor.
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2 years ago |
Zed A. Shaw
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1404144af8
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Ignore more irrelevant things.
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2 years ago |
Zed A. Shaw
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8aa982e5ea
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Make the changes for the new assets layout.
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2 years ago |
Zed A. Shaw
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feda66defd
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Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
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2 years ago |
Zed A. Shaw
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69fa7d9e4e
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Make doors randomly on the rooms.
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2 years ago |
Zed A. Shaw
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dd6d29ed7d
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A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
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2 years ago |
Zed A. Shaw
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2e8abbaf5e
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Our hero can walk around the world and won't go through walls.
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2 years ago |
Zed A. Shaw
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bcc524861e
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Map generation is working well, and some cleanup.
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2 years ago |
Zed A. Shaw
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3a43324fa2
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Random map gen is mostly working, now to clean it up.
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2 years ago |
Zed A. Shaw
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a82944f55a
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Jank thoughts on using the dijk map to walk from door to door for tunnels.
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2 years ago |
Zed A. Shaw
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b100950877
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Move the random gen to a global for now.
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2 years ago |