Zed A. Shaw
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4bf9a9177f
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Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does.
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2025-08-23 01:40:51 -04:00 |
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Zed A. Shaw
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fc8e65f4d6
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Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls.
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2025-08-22 22:29:22 -04:00 |
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Zed A. Shaw
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586343a614
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Enemies will now fight back if they're cornered. Was actually way easier than I thought.
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2025-08-21 23:32:34 -04:00 |
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Zed A. Shaw
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7ffa6025ce
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And finally fix some of the API names to make more sense in their current location.
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2025-08-20 23:49:30 -04:00 |
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Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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2025-08-20 23:20:36 -04:00 |
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Zed A. Shaw
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c46927ea10
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Now all of the old LevelManager code is gone. Next phase is to rename the Game:: to something better then test the shit out of it.
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2025-08-20 13:31:02 -04:00 |
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Zed A. Shaw
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a83ee77eea
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levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
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2025-08-20 01:10:42 -04:00 |
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Zed A. Shaw
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5aca2fb56a
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Tests are now clean so next step is to officially nuke the level manager.
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2025-08-20 00:48:20 -04:00 |
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Zed A. Shaw
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564f9842a2
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All of the UIs should be cleared out, and that just leaves the tests.
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2025-08-19 23:58:42 -04:00 |
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Zed A. Shaw
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d5ff57e025
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Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
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2025-08-19 11:05:32 -04:00 |
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Zed A. Shaw
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81e25f73bb
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Next phase of the refactor is done. Now to replace everything in Systems.
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2025-08-19 01:07:28 -04:00 |
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Zed A. Shaw
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644ff6edc0
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Bad test that wasn't running.
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2025-08-18 23:55:14 -04:00 |
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Zed A. Shaw
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097879440d
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Changed facts in DinkyECS to be a shared_ptr so that it is a singular data store instead of copied around. Closes #85.
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2025-08-18 02:17:04 -04:00 |
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Zed A. Shaw
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b839fb6463
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The problem was keeping a reference in a class/object means that it will not get updated copies when levelmanager makes a new level. Honestly that whole constelation of bullshit needs to die. Closes #62.
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2025-08-18 01:13:31 -04:00 |
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Zed A. Shaw
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ae1a48deed
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Now I have a better error that's more exact, but I think next level of this is to just show a generic texture for missing ones. Closes #80.
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2025-08-17 11:08:01 -04:00 |
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Zed A. Shaw
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25a143cf22
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Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
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2025-08-17 10:51:08 -04:00 |
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Zed A. Shaw
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20fa95bd93
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Simple test to make sure world events actually loop. Closes #84.
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2025-08-17 10:18:06 -04:00 |
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Zed A. Shaw
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a86912705c
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Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable.
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2025-08-14 14:10:28 -04:00 |
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Zed A. Shaw
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ad0069e899
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Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
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2025-08-13 11:43:23 -04:00 |
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Zed A. Shaw
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42575ef1f5
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Updated the lootable body asset.
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2025-08-13 11:43:05 -04:00 |
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Zed A. Shaw
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f19c1dbb20
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Now you can heal yourself.
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2025-08-11 16:59:19 -04:00 |
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Zed A. Shaw
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e03a63f9fb
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A little bit of refactoring while thinking about the loot next.
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2025-08-10 12:42:28 -04:00 |
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Zed A. Shaw
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48e28ee636
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New dead_body_lootable sprite for dead things you can loot.
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2025-08-10 12:30:42 -04:00 |
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Zed A. Shaw
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b9209beddd
|
Better error when you have duplicate map icons.
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2025-08-10 12:29:53 -04:00 |
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Zed A. Shaw
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8594568ff4
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Slight clean up.
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2025-08-10 12:29:24 -04:00 |
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Zed A. Shaw
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521180b086
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Refactor out the junk randomizer and put it in rituals where it belongs.
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2025-08-10 11:20:22 -04:00 |
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Zed A. Shaw
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05d54ff661
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Now also combat works no matter what's on the ground. Closes #81.
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2025-08-09 00:13:38 -04:00 |
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Zed A. Shaw
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f84b63f0e6
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The problem with picking up items under a dead body is fixed but now need to fix combat.
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2025-08-07 12:13:39 -04:00 |
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Zed A. Shaw
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97fe02d99d
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Add a new dead_body sprite for things that are dead but you can't loot them.
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2025-08-06 23:13:29 -04:00 |
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Zed A. Shaw
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0d889cd0ff
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Quick start to making it possible to use healing items, or any item really. Going with a style that it has to be on your toolbar to use it, and the toolbelt looks in your inventory to see ifyou have healing items.
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2025-08-06 13:16:22 -04:00 |
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Zed A. Shaw
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b9656013b0
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Now have dead bodies working but need art for it.
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2025-08-06 12:15:21 -04:00 |
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Zed A. Shaw
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fc4eacadb0
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There's now a Collision component that determines collision if its set. Closes #72.
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2025-08-06 11:43:39 -04:00 |
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Zed A. Shaw
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9bf6926dc3
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A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck.
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2025-08-03 23:58:59 -04:00 |
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Zed A. Shaw
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077f0e84ea
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Don't add wiggle to the things in the player's square since that moves them into the player eyes.
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2025-08-03 22:34:03 -04:00 |
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Zed A. Shaw
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a4a4389281
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Move amt's examples into scratchpad for later review.
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2025-08-03 22:33:29 -04:00 |
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Zed A. Shaw
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9c02fb846b
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Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78.
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2025-08-03 01:56:34 -04:00 |
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Zed A. Shaw
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694ee210d6
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -04:00 |
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Zed A. Shaw
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1788b8fb28
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Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.
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2025-08-02 23:11:59 -04:00 |
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Zed A. Shaw
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23ead1f0ca
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SpatialMap now has a full test suite and that helped find some bugs.
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2025-08-01 13:33:34 -04:00 |
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Zed A. Shaw
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f26189c696
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SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision.
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2025-07-31 13:00:39 -04:00 |
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Zed A. Shaw
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b193bab148
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Add in the tests from finding the bug in spatial map.
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2025-07-31 00:03:36 -04:00 |
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Zed A. Shaw
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569d04725a
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This is the cause of the bug where going to the next level caused things to disappear. What happened is that on next level this code was adding the player but _not_ adding them to collision. Then when the player moved the spatialmap would remove them, see they're technically 'no collision' and then add them back in without collision.
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2025-07-31 00:03:13 -04:00 |
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Zed A. Shaw
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e51fb8627c
|
Switching to Linux to find a memory bug and I want to keep a record of what caused it.
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2025-07-30 22:34:26 -04:00 |
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Zed A. Shaw
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be3eef7082
|
Make money.
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2025-07-30 11:52:12 -04:00 |
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Zed A. Shaw
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d6326c9e41
|
Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea.
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2025-07-29 03:12:44 -04:00 |
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Zed A. Shaw
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fd53f92fe6
|
Prep for fixing the spatialmap to allow for entities without collision to still be in the space.
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2025-07-29 02:13:29 -04:00 |
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Zed A. Shaw
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d93bc1615c
|
Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -04:00 |
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Zed A. Shaw
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86ddfc460f
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Update to the new lel-guecs with Icons and the ability to set a Sprite to stretch or not. Now Icons for loot pickup work perfectly, but need to be centered.
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2025-07-22 17:21:28 -04:00 |
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Zed A. Shaw
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ff7111b006
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2025-07-22 15:04:22 -04:00 |
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Zed A. Shaw
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b311713064
|
Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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2025-07-22 01:08:48 -04:00 |
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