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									 Zed A. Shaw | 6bca6d021e | Sprite is now a component we can place on anything to render it. | 2025-02-10 12:58:24 -05:00 |  | 
				
					
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									 Zed A. Shaw | 9c37960283 | Raycaster mostly cleaned up.  Only thing I can think of is bringing in CameraLOL as the coordinates directly. | 2025-02-10 12:05:07 -05:00 |  | 
				
					
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									 Zed A. Shaw | 2de4b43914 | Remove this formula comment. #NOTE | 2025-02-10 11:34:35 -05:00 |  | 
				
					
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									 Zed A. Shaw | 51972b0c35 | Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup. | 2025-02-10 11:32:50 -05:00 |  | 
				
					
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									 Zed A. Shaw | 0cbe20af35 | Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. | 2025-02-09 15:54:17 -05:00 |  | 
				
					
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									 Zed A. Shaw | a4c13f7fc9 | Maps are back and have color now. TileCell needs a rework. | 2025-02-09 14:57:19 -05:00 |  | 
				
					
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									 Zed A. Shaw | 27bb08d62c | Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data. | 2025-02-09 14:17:07 -05:00 |  | 
				
					
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									 Zed A. Shaw | b6831b75a3 | This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format. | 2025-02-09 14:05:39 -05:00 |  | 
				
					
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									 Zed A. Shaw | a69be90464 | Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. | 2025-02-08 21:16:25 -05:00 |  | 
				
					
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									 Zed A. Shaw | 9e91c71125 | BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. | 2025-02-08 14:03:09 -05:00 |  | 
				
					
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									 Zed A. Shaw | 96efc990c1 | Brought in nuke's idea for json serialize now to use it. | 2025-02-08 12:04:53 -05:00 |  | 
				
					
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									 Zed A. Shaw | d798d154ae | We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. | 2025-02-07 19:32:00 -05:00 |  | 
				
					
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									 Zed A. Shaw | 55b67dcf5d | Fix a bug where enemies will path into the player's space because collision isn't done at the right time. I think this may need another fix in the future when we get to the combat. | 2025-02-07 16:10:37 -05:00 |  | 
				
					
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									 Zed A. Shaw | 3986e6978e | Sprites now have a distance lighting calculation that's the same as the raycaster using a shader. | 2025-02-07 13:50:50 -05:00 |  | 
				
					
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									 Zed A. Shaw | a19bc47904 | FINALLY fix that stupid bug. The cause was two-fold:  I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving.  Then in the sprite casting loop I was rendering things at 0. | 2025-02-07 11:05:15 -05:00 |  | 
				
					
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									 Zed A. Shaw | 25ad9b51f8 | Really crappy minimap now displays. | 2025-02-06 15:03:46 -05:00 |  | 
				
					
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									 Zed A. Shaw | e85b5d998b | System now controls the motion better since it's not GUIs job. | 2025-02-06 12:13:22 -05:00 |  | 
				
					
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									 Zed A. Shaw | 1973a7a1df | GUI MOVE state is now cleaner and the camera is more consistent. | 2025-02-06 11:55:43 -05:00 |  | 
				
					
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									 Zed A. Shaw | b0437d352b | Cleaned up a lot but now trying to refactor some more but making a mistake. | 2025-02-06 11:41:01 -05:00 |  | 
				
					
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									 Zed A. Shaw | 4b18b21861 | Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. | 2025-02-05 20:26:09 -05:00 |  | 
				
					
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									 Zed A. Shaw | 14128ab10f | Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. | 2025-02-05 14:16:31 -05:00 |  | 
				
					
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									 Zed A. Shaw | d5301acab5 | Sprite is no more, now using the position from the level's world. | 2025-02-05 11:46:40 -05:00 |  | 
				
					
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									 Zed A. Shaw | d0badedbd9 | More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems. | 2025-02-04 22:52:04 -05:00 |  | 
				
					
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									 Zed A. Shaw | d6c09e111d | Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems. | 2025-02-04 14:13:00 -05:00 |  | 
				
					
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									 Zed A. Shaw | 75ffb49a53 | Clean up header includes. | 2025-02-04 13:26:22 -05:00 |  | 
				
					
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									 Zed A. Shaw | 1d3a76e5ee | Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. | 2025-02-04 12:56:20 -05:00 |  | 
				
					
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									 Zed A. Shaw | 7228bdf210 | Trying out an FSM for controlling the main loop. | 2025-02-04 00:52:54 -05:00 |  | 
				
					
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									 Zed A. Shaw | 740e30cb2b | Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it? | 2025-02-03 14:17:20 -05:00 |  | 
				
					
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									 Zed A. Shaw | 48ac6603a8 | Implement a little junk camera on its own that we can use later for movement and views. | 2025-02-03 11:08:17 -05:00 |  | 
				
					
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									 Zed A. Shaw | 976822ceb6 | Mostly working junk camera that can do turnbased lerp smooth motion. | 2025-02-03 10:17:59 -05:00 |  | 
				
					
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									 Zed A. Shaw | cbf0955786 | Raycaster now controls the sprite locations with SpatialMap rather than the old way.  Quick hack job in main.cpp that shows how they can move too. | 2025-02-01 14:39:08 -05:00 |  | 
				
					
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									 Zed A. Shaw | a67d25ee10 | Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly. | 2025-01-31 13:37:01 -05:00 |  | 
				
					
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									 Zed A. Shaw | 9e3e347e4a | Fix a typo. | 2025-01-30 13:28:32 -05:00 |  | 
				
					
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									 Zed A. Shaw | 56d67aba28 | First hack to get a random gen map going. | 2025-01-30 13:23:12 -05:00 |  | 
				
					
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									 Zed A. Shaw | 2daa1c9bd5 | Brought over a bunch of code from the roguelike and now will use it to generate a random map. | 2025-01-30 11:38:57 -05:00 |  | 
				
					
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									 Zed A. Shaw | 8d3d3b4ec3 | A quick warning in case people are funding the thing. | 2025-01-28 02:45:02 -05:00 |  | 
				
					
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									 Zed A. Shaw | 071808a0f8 | Playing around with shaders for effects on the scene. | 2025-01-27 11:36:00 -05:00 |  | 
				
					
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									 Zed A. Shaw | 3519c73079 | Remove some more junk from the texture thing. | 2025-01-27 10:25:49 -05:00 |  | 
				
					
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									 Zed A. Shaw | d0d3c8bc04 | Make the animator more official. | 2025-01-27 10:13:32 -05:00 |  | 
				
					
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									 Zed A. Shaw | b87217ff90 | Have a barely working animation thing that animates the evil eye when you click a button. | 2025-01-27 05:40:04 -05:00 |  | 
				
					
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									 Zed A. Shaw | 51c1e04f61 | Made some progress on the refactoring but I need to start getting serious and not reworking this code to death. | 2025-01-26 19:22:27 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6ed57cd4a8 | Closer to what I want for sprite loading but still needs more work. | 2025-01-25 12:19:14 -05:00 |  | 
				
					
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									 Zed A. Shaw | 51858ea399 | Made a terrible animation sprite and then did a quick animation test.  Won't keep it for now but this shows how it could work. | 2025-01-25 12:02:57 -05:00 |  | 
				
					
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									 Zed A. Shaw | 0882851b3f | Switching back to 256px textures for most things, but the weapon works best as a 512px. | 2025-01-25 08:29:01 -05:00 |  | 
				
					
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									 Zed A. Shaw | 5e6f95513c | Tried out 512px tiles and sprites and they actually look like crap.  They just look like bad textures not better painted.  With 256 they look nicely pixelated. | 2025-01-25 07:46:57 -05:00 |  | 
				
					
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									 Zed A. Shaw | d397c02d38 | You can now stab stuff with a sword. | 2025-01-23 12:54:46 -05:00 |  | 
				
					
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									 Zed A. Shaw | ad38f575a3 | Now the sprites are rendered in the 3d scene with just SFML sprites. | 2025-01-23 11:24:06 -05:00 |  | 
				
					
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									 Zed A. Shaw | da7075864b | Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering. | 2025-01-23 02:42:43 -05:00 |  | 
				
					
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									 Zed A. Shaw | 024d5b30e1 | Some quick hacks that do the seamless texture splits. | 2025-01-22 11:14:57 -05:00 |  | 
				
					
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									 Zed A. Shaw | 15a2a69ac1 | Made a seamless wood wall and tried it but back to brick. | 2025-01-22 11:13:39 -05:00 |  |