Zed A. Shaw
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f32b39afe2
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Barely working ansi color codes parser but I _really_ don't like this one. Too much code to just get it to process correctly which means it'll be brittle as hell later.
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12 months ago |
Zed A. Shaw
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a44a9a04f9
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Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
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12 months ago |
Zed A. Shaw
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3394327981
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Better working but still picks up stray numbers I didn't specify.
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12 months ago |
Zed A. Shaw
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74310304bd
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Start of a ragel parser that can do the ansi code parsing for me.
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12 months ago |
Zed A. Shaw
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35ef1e786d
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A bit more cleanup before I redesign the renderer.
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12 months ago |
Zed A. Shaw
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9397af2a11
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Rendering code stripped out of the GUI code.
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12 months ago |
Zed A. Shaw
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009b1e63a7
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More refactoring to get the GUI dumber.
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12 months ago |
Zed A. Shaw
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2fdbd63f4c
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Cleaning up and sorting out how to use the new events best.
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12 months ago |
Zed A. Shaw
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04350cb51e
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GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
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12 months ago |
Zed A. Shaw
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da8011cb14
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Can just use the enum as the type for the map but it'd be nicer if I could use a class enum without tons of template BS.
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12 months ago |
Zed A. Shaw
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3f87d19911
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Simple event system for entities in the world.
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12 months ago |
Zed A. Shaw
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ea6cf1362b
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Create a test for the ECS before we add more functionality.
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12 months ago |
Zed A. Shaw
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143fe7784c
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Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
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1 year ago |
Zed A. Shaw
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4ed06b10b1
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Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals.
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1 year ago |
Zed A. Shaw
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9102bdc8ad
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Created a combat system to start with and also added a 'HEARING' mechanic where enemies can hear you from a certain distance before moving to you.
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1 year ago |
Zed A. Shaw
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753bc70b77
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Basic ragel test that can parse 1 ASNI sequence and do nothing with it.
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1 year ago |
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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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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c19cd707d1
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Better unit test for the collision system.
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1 year 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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1 year ago |
Zed A. Shaw
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743f906bc7
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Implemented a simple collision hash table.
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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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fe5f7673ea
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Remove some unused variables.
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1 year ago |
Zed A. Shaw
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8b61a4fad8
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Forgot to set targets for pathing.
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1 year ago |
Zed A. Shaw
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3dae65fe82
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Merge in the refactor from earlier.
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1 year 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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1 year 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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1 year 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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1 year 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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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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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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1 year 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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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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a3eaf78fd3
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Brought in FLECS to play with, tomorrow we learn it.
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1 year 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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1 year ago |
Zed A. Shaw
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77945be4d7
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Record some bugs.
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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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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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1 year ago |