Zed A. Shaw
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2802a44ba4
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Clean up System::render_map.
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2025-07-18 13:25:32 -04:00 |
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Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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2025-07-18 13:09:53 -04:00 |
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Zed A. Shaw
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3b81959aa9
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Map now displays way better. The paper is gone for now.
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2025-07-17 14:22:04 -04:00 |
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Zed A. Shaw
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973495b687
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Map now has a color theme rather than random colors.
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2025-07-17 12:59:20 -04:00 |
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Zed A. Shaw
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379060b8c7
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Can now set a color to another already existing color.
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2025-07-17 12:39:24 -04:00 |
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Zed A. Shaw
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f4fa50a413
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Colors are now being loaded from assets/palette.json
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2025-07-17 10:50:09 -04:00 |
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Zed A. Shaw
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48a7f72411
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Now have a simple color palette system.
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2025-07-16 12:46:49 -04:00 |
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Zed A. Shaw
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0272ba8540
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Trying a bit of color changes.
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2025-07-15 14:46:14 -04:00 |
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Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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2025-07-15 13:28:23 -04:00 |
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Zed A. Shaw
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dca38397e7
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Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying.
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2025-07-15 11:39:05 -04:00 |
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Zed A. Shaw
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0d1eacdc5c
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Now entities are drawn after the map so that there's no holes.
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2025-07-12 14:46:42 -04:00 |
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Zed A. Shaw
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72ecca8c82
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I can now draw a map and then render it with the sprites pretty easily. Problem currently is the entities replace their floor tiles so need to fix that.
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2025-07-12 13:34:31 -04:00 |
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Zed A. Shaw
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a3f82139e9
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One step closer to map rendering from tile sprites.
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2025-07-12 12:05:18 -04:00 |
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Zed A. Shaw
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dd541ae59d
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Ripped out the string based map and created a Matrix map drawing function.
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2025-07-12 10:51:55 -04:00 |
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Zed A. Shaw
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d9219a8c64
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This cleans up how I'm rendering the map but there's no way I can render a large map like this. It'd be way too big.
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2025-07-12 00:35:57 -04:00 |
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Zed A. Shaw
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3b06105813
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Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
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2025-07-11 22:38:08 -04:00 |
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Zed A. Shaw
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5db3d1a306
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Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
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2025-07-11 02:24:47 -04:00 |
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Zed A. Shaw
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5e01eb29a9
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There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
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2025-07-11 01:02:27 -04:00 |
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Zed A. Shaw
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b2a6262964
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Now have background color for the sprites used in the maps.
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2025-07-10 00:12:32 -04:00 |
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Zed A. Shaw
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b16ca3fd65
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I now have hacked in basic color for the wall tiles but not enemies and items.
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2025-07-09 14:36:31 -04:00 |
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Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2025-07-09 13:34:18 -04:00 |
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Zed A. Shaw
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2c011079a8
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I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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2025-07-09 01:54:49 -04:00 |
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Zed A. Shaw
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cfefffe1cc
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I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
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2025-07-09 00:34:50 -04:00 |
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Zed A. Shaw
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40611d4d54
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Crop the map sprite so it's not bigger than necessary.
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2025-07-08 22:54:59 -04:00 |
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Zed A. Shaw
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04b3cf3f16
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Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
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2025-07-08 13:26:43 -04:00 |
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Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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2025-07-08 13:09:39 -04:00 |
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Zed A. Shaw
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dbc2000434
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Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.
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2025-07-08 00:55:45 -04:00 |
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Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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2025-07-08 00:55:24 -04:00 |
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Zed A. Shaw
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f64b202ee7
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Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
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2025-07-07 13:25:17 -04:00 |
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Zed A. Shaw
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601f3331ed
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As an experiment, disable copy and move of the StatusUI.
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2025-07-06 23:59:06 -04:00 |
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Zed A. Shaw
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cd89625c96
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Just need one function for the 'hold_item' action.
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2025-07-06 23:35:17 -04:00 |
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Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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2025-07-06 12:05:28 -04:00 |
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Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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2025-07-06 11:36:30 -04:00 |
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Zed A. Shaw
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1baf90a776
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Easy fix, just set aiming_at in the camera position. Closes #57.
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2025-07-05 12:04:07 -04:00 |
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Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2025-07-05 11:18:26 -04:00 |
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Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -04:00 |
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Zed A. Shaw
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87e69bebde
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There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54.
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2025-07-03 13:07:04 -04:00 |
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Zed A. Shaw
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970905fcd5
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Make the player's inventory just a regular entity attached to the player.entity.
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2025-07-02 23:55:06 -04:00 |
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Zed A. Shaw
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2421a33bb0
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Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model.
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2025-07-02 23:24:06 -04:00 |
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Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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2025-07-02 14:25:44 -04:00 |
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Zed A. Shaw
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8c8d6dc9e7
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Clean things up before solving the move problem.
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2025-07-02 10:51:23 -04:00 |
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Zed A. Shaw
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6576164fad
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Give a healing potion too for testing.
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2025-07-02 10:49:05 -04:00 |
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Zed A. Shaw
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b6d1ae2700
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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2025-07-01 14:26:39 -04:00 |
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Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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2025-07-01 14:26:01 -04:00 |
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Zed A. Shaw
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8bbafc4d10
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Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50.
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2025-06-30 12:36:00 -04:00 |
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Zed A. Shaw
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0d79ce35b3
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Every sprite's dimensions are now taken from their config rather than a global. Closes #42.
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2025-06-30 11:00:01 -04:00 |
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Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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2025-06-30 10:38:53 -04:00 |
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Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2025-06-30 10:15:22 -04:00 |
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Zed A. Shaw
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cad51f4908
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Use RGBA for the uint32_t color pixels. Closes #49.
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2025-06-29 11:53:17 -04:00 |
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Zed A. Shaw
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ab1a415b55
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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2025-06-29 11:11:12 -04:00 |
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