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									 Zed A. Shaw | 02a385e707 | Make the DinkyECS test fully isolated. | 2025-02-14 10:48:09 -05:00 |  | 
				
					
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									 Zed A. Shaw | f8dd5d816f | Basic combat system prototype works, but needs more GUI love to really work in the game. | 2025-02-14 10:18:45 -05:00 |  | 
				
					
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									 Zed A. Shaw | bfd2718cc9 | Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. | 2025-02-14 02:13:08 -05:00 |  | 
				
					
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									 Zed A. Shaw | 8a6b38c1a4 | Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out. | 2025-02-13 14:39:04 -05:00 |  | 
				
					
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									 Zed A. Shaw | d2700d2928 | You now have blood on your screen when below half health. | 2025-02-13 13:15:20 -05:00 |  | 
				
					
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									 Zed A. Shaw | 1c8f542c21 | Nuke taught me the other way to make class enums not suck so I guess no FU? | 2025-02-13 11:14:32 -05:00 |  | 
				
					
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									 Zed A. Shaw | 9b3b81683a | Separate out the major UIs to get ready for their development, and enable debug button. | 2025-02-13 10:55:45 -05:00 |  | 
				
					
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									 Zed A. Shaw | 7eec67ffc8 | Got some buttons down now to make them do stuff. | 2025-02-12 18:06:25 -05:00 |  | 
				
					
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									 Zed A. Shaw | be4d0d51de | Two main GUI elements are placed for the left side status and the bottom combat UIs. | 2025-02-12 17:55:21 -05:00 |  | 
				
					
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									 Zed A. Shaw | 1790eec697 | Went with just making the left gui frame monochrome to sort out its value structure compared to the scene. | 2025-02-12 16:16:30 -05:00 |  | 
				
					
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									 Zed A. Shaw | 9fe7cac79b | Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. | 2025-02-12 14:02:34 -05:00 |  | 
				
					
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									 Zed A. Shaw | d38e2cb0f2 | All of the assets I need right now are done. | 2025-02-12 11:18:24 -05:00 |  | 
				
					
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									 Zed A. Shaw | 4027b70867 | More assets. | 2025-02-12 02:24:32 -05:00 |  | 
				
					
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									 Zed A. Shaw | 583ad6d9c5 | Create a bunch of textures for sprites in the game. | 2025-02-11 20:46:44 -05:00 |  | 
				
					
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									 Zed A. Shaw | ebaf4fc0ee | Fix map, it was moved over but scaled for the whole screen. | 2025-02-11 20:46:31 -05:00 |  | 
				
					
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									 Zed A. Shaw | 21e087ded5 | Basic UI positioning and layout prior to designing the UI and setting a place for the combat system. | 2025-02-11 14:35:54 -05:00 |  | 
				
					
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									 Zed A. Shaw | 90351ce0fe | The lighting now uses the original grid based lighting calculations rather than a global single source from the player. | 2025-02-11 13:31:39 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6da830595c | Clean up the GUI some by moving the map_view out into its own file. | 2025-02-11 11:37:01 -05:00 |  | 
				
					
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									 Zed A. Shaw | 421cca308b | Fixed player showing up as an enemy and did better map centering. | 2025-02-11 11:10:18 -05:00 |  | 
				
					
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									 Zed A. Shaw | e2bd61a1e4 | Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there. | 2025-02-10 18:35:47 -05:00 |  | 
				
					
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									 Zed A. Shaw | abd843d5ec | Very basic attack system. | 2025-02-10 14:06:38 -05:00 |  | 
				
					
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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 |  |