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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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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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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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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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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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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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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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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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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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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1 year ago |
Zed A. Shaw
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713d400d17
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Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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1 year 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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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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f9bf8f06ea
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Some jank test visual effects are working.
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1 year 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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1 year 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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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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1 year ago |
Zed A. Shaw
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69fa7d9e4e
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Make doors randomly on the rooms.
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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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a37a40d45f
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Slightly better parition and map_drawing.
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1 year ago |
Zed A. Shaw
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44f11d5ddd
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Refactor into the class for more work.
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1 year ago |
Zed A. Shaw
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04b16c75ad
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Undo the dijk test.
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1 year ago |
Zed A. Shaw
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68d6b9e90c
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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.
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1 year ago |
Zed A. Shaw
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997a3ab45b
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Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
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1 year ago |
Zed A. Shaw
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f48f9d9bc5
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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1 year ago |
Zed A. Shaw
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5f09747109
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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1 year ago |
Zed A. Shaw
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e1ebea7451
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Working mostly correct now, just need to tweak how it works more and work on connections.
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1 year ago |
Zed A. Shaw
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61d2747441
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It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first.
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1 year ago |
Zed A. Shaw
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56cc38006b
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NOTWORKING: Committing this so I can show the changes I made on the next stream.
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1 year ago |
Zed A. Shaw
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62195e6eea
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A dirty first cut at a single random horiz/vert split for the BSP algorithm.
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1 year ago |
Zed A. Shaw
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6cb3366912
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I can make a map with one room 'randomly' generated and calculate paths.
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1 year ago |
Zed A. Shaw
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8b67a25732
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Cleaned up the map for more work.
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1 year ago |
Zed A. Shaw
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4f863c2635
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Dijkstra thing is working on a sample map.
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1 year ago |
Zed A. Shaw
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ebb5360c5c
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Fixed the bug that made walls not receive the algorithm.
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1 year ago |