Commit graph

827 commits

Author SHA1 Message Date
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
Zed A. Shaw
83f62e3f45 Move the step_animation out of the animate2 module since it's only used in raycaster.cpp. 2026-02-24 11:14:16 -05:00
Zed A. Shaw
89ca204f3d Now the Animation system is no more. Next is cleaning up the quick hacks I needed to finally get rid of it, like animate2::has. 2026-02-23 23:41:14 -05:00
Zed A. Shaw
b504afef2a The ritual blanket now has the new animation and gained the ability to play the animation reversed for the closing animation. 2026-02-23 12:05:56 -05:00
Zed A. Shaw
1a9c395ae6 Hand animation is now converted. 2026-02-23 11:27:54 -05:00
Zed A. Shaw
e3065f7add Cleaning out stray animation.hpp files to make finding usage easier. 2026-02-23 00:21:57 -05:00
Zed A. Shaw
0fefc83c36 stories.json now encodes the duration for a transform so that the time code of the event isn't also controlling the time that the transform runs. 2026-02-22 23:40:00 -05:00
Zed A. Shaw
088f9e022e Refactor the story->camera converter to be a part of the camera. 2026-02-22 23:02:02 -05:00
Zed A. Shaw
024d0cfae7 storyboard::UI now adapts the camera to fit the story beats, but really story should do that. 2026-02-22 12:14:42 -05:00
Zed A. Shaw
d56b4bd335 Added invariants to the Sequence to hunt down a bug in the tests but I'll leave it there for future testing. 2026-02-21 13:24:39 -05:00
Zed A. Shaw
1baca783fc Sorted out the animation vs. easing contradiction I believe. Now there's a separate easing_duration that's calculated from the total duration of all frames. Then a easing_position determines where in the total the animation is, which is fed to the asing functions as a ration of easing_position / easing_duration. 2026-02-21 01:57:33 -05:00
Zed A. Shaw
0c798c9e0d Fixed the way scene updates, but it's still not connecting the ticks to the updates in animation. 2026-02-20 11:06:14 -05:00
Zed A. Shaw
32e9c65331 First implementation of doing the usual update/render dance. 2026-02-20 10:32:37 -05:00
Zed A. Shaw
364f66bffb Camera is now using Animate2 and it's mostly working, but there's a few more refactors needed. 2026-02-20 00:15:19 -05:00
Zed A. Shaw
46cc21ec7b Camera is now using animate2 but isn't actually using it yet. Just converted. 2026-02-17 00:55:41 -05:00