Commit graph

841 commits

Author SHA1 Message Date
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
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