Commit graph

865 commits

Author SHA1 Message Date
Zed A. Shaw
a58439a289 Start the refactor of FSM::handle_world_events. 2026-05-27 13:43:03 -04:00
Zed A. Shaw
e4d6bf4854 Show a combat icon when in combat. 2026-05-27 13:21:35 -04:00
Zed A. Shaw
dc9f942912 Fix the mouse handler so that it uses the router mouse_mods. 2026-05-27 12:49:02 -04:00
Zed A. Shaw
af4ee30ade Make the positioning of the hand sprite dynamic bsed on size and also done once during init instead of every render. 2026-05-27 12:20:35 -04:00
Zed A. Shaw
af69bd2286 Setup for showing an in-combat icon and made it so I wait until the animation is done playing, as games do. 2026-05-27 12:15:29 -04:00
Zed A. Shaw
6f9e8a3ed4 Refactor to allow for the new screen flow. 2026-05-27 12:09:17 -04:00
Zed A. Shaw
e7b6b42698 The new scene system brought over and updated animation to be optional in the scene engine. 2026-05-26 12:48:34 -04:00
Zed A. Shaw
d86617aa3a Fixes to worldbuilder to prevent door placement of items and enemies. 2026-05-26 11:25:24 -04:00
Zed A. Shaw
d1d7bf8d94 Fix the rotation speed so it's calculated based on the rotation angle. 2026-05-26 11:06:58 -04:00
Zed A. Shaw
89772fd89b Now that combat is unlocked tell enemies they can fight when near something to fight. 2026-05-26 10:48:08 -04:00
Zed A. Shaw
2e0cc11555 Combat is now unlocked. 2026-05-25 12:18:55 -04:00
Zed A. Shaw
3d8572117c Incorporate the systems registry to make it easier to add/remove systems. 2026-05-25 12:00:25 -04:00
Zed A. Shaw
54d0a41c52 A few more fixes for how Combat works. 2026-05-25 11:38:20 -04:00
Zed A. Shaw
2a92687bc9 Had a mistake where I wasn't tracking the live->dead transition it the new code. 2026-05-25 11:02:22 -04:00
Zed A. Shaw
e35e362846 Remove some debug stuff. 2026-05-25 10:33:04 -04:00
Zed A. Shaw
a22564bb58 Synced the combat from under the dome. 2026-05-24 11:59:51 -04:00
Zed A. Shaw
110612c33a First batch of changes merged back from Under. Fixes the router, adds magic_enum to FSM, and makes it easy to reset the world. 2026-05-09 23:52:40 -04:00
Zed A. Shaw
d583a28b9c Update to new lel and bring in utf8cpp. 2026-04-17 01:28:17 -04:00
Zed A. Shaw
b62cb8fe92 Improvements from the Go version of the mazes. 2026-03-24 12:29:06 -04:00
Zed A. Shaw
fee925505f Dead tests not used anymore. 2026-03-20 12:13:23 -04:00
Zed A. Shaw
738d9a64d3 Make the tests go faster. 2026-03-20 12:02:52 -04:00
Zed A. Shaw
6d7a944a7d Quick move into textures.cpp so I can work on the final form of wall to door mapping. 2026-03-17 12:40:31 -04:00
Zed A. Shaw
f57d202f5c Basic prototype of showing a different door to match the walls. Need to generalize though. 2026-03-17 12:31:35 -04:00
Zed A. Shaw
349656589b Doors are now meshed into the walls better but I got rid of the wood wals. They suck. 2026-03-17 11:43:16 -04:00
Zed A. Shaw
4c11829580 Doors are placed and you can walk through them, also fixed the way the jankifier renders so that it uses a consistent bit depth for all the textures. 2026-03-16 23:53:06 -04:00
Zed A. Shaw
0add3b29ae Now have doors that you can walk though. No open/close animation yet. 2026-03-16 12:53:10 -04:00
Zed A. Shaw
02d23bb77d More cleanups of the tests and fixes to the room and door positioning. 2026-03-15 22:53:00 -04:00
Zed A. Shaw
8e2a691337 Now the rooms are better at having good doors. 2026-03-15 03:20:29 -04:00
Zed A. Shaw
908f5bfb3e Slight better but I think place_doors can be even better. 2026-03-15 01:21:33 -04:00
Zed A. Shaw
f304538325 way better map/maze debug output. 2026-03-15 00:09:47 -04:00
Zed A. Shaw
3394de064c New scripting style mazes incorporated. 2026-03-13 11:36:21 -04:00
Zed A. Shaw
1b2276c08f Add the map's invariant too. 2026-03-13 11:11:28 -04:00
Zed A. Shaw
9001af214a Maze scripts now work reliably. 2026-03-13 10:41:42 -04:00
Zed A. Shaw
c615f4fc1e Can now script maze gen with a json. 2026-03-13 01:55:26 -04:00
Zed A. Shaw
a71d6340db Tests now run the repair() step. 2026-03-13 00:36:49 -04:00
Zed A. Shaw
e6fcbd8dcf Maze gen can now more efficiently produce an interesting map that is fully pathable. 2026-03-12 00:54:34 -04:00
Zed A. Shaw
f85ae8a6c6 Better map generation and a test that re-rolls maps that aren't valid to figure out the stats of map gen failures. 2026-03-11 12:31:51 -04:00
Zed A. Shaw
8090251a71 I can validate that a map is pathable, but can't fix it. 2026-03-10 00:42:58 -04:00
Zed A. Shaw
74f92dfe2c Gave up on adding a buffer and I'll just let rooms be near eachother. Seems to produce interesting results anyway. 2026-03-09 11:12:26 -04:00
Zed A. Shaw
8b129aea6b More refinement of the maps. Now the inner box won't have rooms in it and I can mark a region free of rooms. Rooms also have a guaranteed door. 2026-03-08 12:25:40 -04:00
Zed A. Shaw
87a1193a4a Tone down the map gen tests. 2026-03-08 03:31:18 -04:00
Zed A. Shaw
fb41c153c1 With some help from chat I sorted out how to randomize rooms without overlap. 2026-03-08 03:28:49 -04:00
Zed A. Shaw
47c0d4a5f0 Initial fix for large center rooms not having entry exit. 2026-03-07 00:10:42 -05:00
Zed A. Shaw
da7f24c126 Fix the const. 2026-03-06 11:52:52 -05:00
Zed A. Shaw
13d1f54f09 By compiling the code into a .a file I can avoid meson's weird duplication of compiled .o files, cutting build times in half on average. 2026-03-06 11:26:44 -05:00
Zed A. Shaw
f0b04107ab Best I can do to simplify the check(fmt::format)crap is to make a little macro to do the format part. 2026-03-05 12:39:22 -05:00
Zed A. Shaw
6710469ee1 First attempt at cutting down the amount of recompiles for the tools, but maybe I just have meson only build the tool when I run it? 2026-03-04 00:09:25 -05:00
Zed A. Shaw
56b4580466 Moving to a 'less constructors' style. 2026-03-03 23:55:28 -05:00
Zed A. Shaw
ea791270b3 Move to c++23 and clean up of raycaster. 2026-03-03 23:33:32 -05:00
Zed A. Shaw
403d2bd7ce Improved make money command. 2026-03-03 22:47:54 -05:00