Commit graph

840 commits

Author SHA1 Message Date
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
Zed A. Shaw
91ab5eb624 Some more rayview cleanup. 2026-03-01 14:04:22 -05:00
Zed A. Shaw
dd3952d5c1 Refactor the raycaster to separate update from render. 2026-02-28 12:22:03 -05:00
Zed A. Shaw
36efdc91aa Don't need tracy. 2026-02-28 11:00:06 -05:00
Zed A. Shaw
0ff5fd1980 First step to a normal update/render loop. 2026-02-28 10:59:28 -05:00
Zed A. Shaw
46c6fce47e Simple fix to make the story and boss fight scenes work. 2026-02-28 10:46:51 -05:00
Zed A. Shaw
ff3a6c4a85 Don't need this. 2026-02-27 22:12:55 -05:00
Zed A. Shaw
5179f1c781 Final move of files to a better place. Only thing in the root is very common stuff. 2026-02-27 15:10:17 -05:00
Zed A. Shaw
ebe84c4d78 Most files moved, now the stragglers. 2026-02-27 14:48:16 -05:00
Zed A. Shaw
f460add0af Graphics reorg done. 2026-02-27 14:11:13 -05:00
Zed A. Shaw
86a9f815c1 animation and lights moved to graphics 2026-02-27 13:57:44 -05:00
Zed A. Shaw
229ad2dd95 Textures and palette moved to graphics. 2026-02-27 13:09:44 -05:00
Zed A. Shaw
b91e9ffaf6 Algos directory is setup. 2026-02-27 12:07:01 -05:00
Zed A. Shaw
0064664556 Matrix moved. 2026-02-27 11:43:14 -05:00
Zed A. Shaw
5863920105 Combat is now working. 2026-02-27 11:28:56 -05:00
Zed A. Shaw
13ec422aae AI is now moved. 2026-02-27 11:21:42 -05:00
Zed A. Shaw
1d4ae911b9 Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build. 2026-02-27 10:49:19 -05:00
Zed A. Shaw
4778677647 Remove tracy, not using it. 2026-02-27 10:17:44 -05:00
Zed A. Shaw
9e8816181d Not using tracy. 2026-02-27 00:13:19 -05:00
Zed A. Shaw
b61dd167b8 Needed to remove more dead code. 2026-02-27 00:08:29 -05:00
Zed A. Shaw
03be0884a4 Clean up the source tree before reorganizing it. 2026-02-26 23:43:30 -05:00
Zed A. Shaw
779599f030 Entities in the world are now animated like before using the new animation system. 2026-02-25 12:13:43 -05:00
Zed A. Shaw
594be65f45 Refine how the raycaster.cpp uses animations so there's less back-and-forth on the intrect. 2026-02-24 22:51:55 -05:00
Zed A. Shaw
cded8a937e Animations are working better in the raycaster but still need refinement. 2026-02-24 13:42:29 -05:00
Zed A. Shaw
81a282d544 Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though. 2026-02-24 11:36:57 -05:00
Zed A. Shaw
83f62e3f45 Move the step_animation out of the animate2 module since it's only used in raycaster.cpp. 2026-02-24 11:14:16 -05:00