Commit graph

91 commits

Author SHA1 Message Date
Zed A. Shaw
3d8a2d4342 GOAP now uses only bit operations to do its thing. 2025-03-10 12:13:08 -04:00
Zed A. Shaw
01525388ec GOAP is now working in a basic way, time to clean it up. 2025-03-10 11:06:26 -04:00
Zed A. Shaw
2992193447 GOAP is now matching cppGOAP but needs a serious cleanup. 2025-03-10 00:42:59 -04:00
Zed A. Shaw
15c2efc415 A barely working GOAP now, but need to confirm it's on par with other libraries. 2025-03-09 23:40:15 -04:00
Zed A. Shaw
a34e2cd475 GOAP is structured but not working yet. 2025-03-09 14:05:53 -04:00
Zed A. Shaw
a34becdaeb A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. 2025-03-08 23:23:29 -05:00
Zed A. Shaw
6e363ba78d Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right. 2025-02-28 22:29:25 -05:00
Zed A. Shaw
5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 2025-02-25 00:56:54 -05:00
Zed A. Shaw
389690e5c3 Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 2025-02-22 22:27:56 -05:00
Zed A. Shaw
20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2025-02-22 12:48:37 -05:00
Zed A. Shaw
947ccbe180 A simple config loader test. 2025-02-21 23:17:53 -05:00
Zed A. Shaw
b8bb49df2c A basic components test that just loads all the config files and their components into a world. 2025-02-21 22:52:53 -05:00
Zed A. Shaw
d0a6a92bc8 More testing improvements. 2025-02-21 13:21:13 -05:00
Zed A. Shaw
0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 2025-02-21 03:32:44 -05:00
Zed A. Shaw
f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2025-02-21 03:00:56 -05:00
Zed A. Shaw
722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. 2025-02-18 12:51:28 -05:00
Zed A. Shaw
49a71e257e GUI for combat now works better and I can create sprites for things if I want. 2025-02-18 11:28:55 -05:00
Zed A. Shaw
46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 2025-02-18 01:10:56 -05:00
Zed A. Shaw
3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. 2025-02-16 12:34:48 -05:00
Zed A. Shaw
79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. 2025-02-16 11:50:14 -05:00
Zed A. Shaw
6b9c67beec Add some debug boxes around the fonts to figure out why they aren't vertically centered. 2025-02-15 22:54:00 -05:00
Zed A. Shaw
e106ad4be7 Can click on buttons and make them change color. 2025-02-15 14:29:27 -05:00
Zed A. Shaw
7f9e200abe LEL can now do hit detection on squares. 2025-02-15 13:43:41 -05:00
Zed A. Shaw
c03a384372 You can now prefix a size with % and it will do percentage for the size, even over 100. 2025-02-15 12:52:26 -05:00
Zed A. Shaw
60ed686eb0 Already better than CSS because I can center stuff. 2025-02-15 12:13:58 -05:00
Zed A. Shaw
1620a5420f Use a lel:: namespace. 2025-02-15 11:55:04 -05:00
Zed A. Shaw
cebf61a794 LEL is able to position right/left/top/bottom and expand out too. 2025-02-15 10:59:51 -05:00
Zed A. Shaw
872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. 2025-02-15 01:31:57 -05:00
Zed A. Shaw
846b7aaf16 Initial cut of the lel parser mostly working but none of the basic alignment properties work. 2025-02-14 15:40:15 -05:00
Zed A. Shaw
02a385e707 Make the DinkyECS test fully isolated. 2025-02-14 10:48:09 -05:00
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
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
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
Zed A. Shaw
96efc990c1 Brought in nuke's idea for json serialize now to use it. 2025-02-08 12:04:53 -05:00
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
Zed A. Shaw
7228bdf210 Trying out an FSM for controlling the main loop. 2025-02-04 00:52:54 -05:00
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
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
Zed A. Shaw
831e15ca18 Brought in Amit's latest code and converted it to use either dumb lighting or his new torch lighting, then threw in the FPS counter from last night. 2025-01-18 11:10:43 -05:00
Zed A. Shaw
5e63272f24 Brought in some of amit's code to study and try out. amt/ has it. 2025-01-16 12:50:25 -05:00
Zed A. Shaw
6b181382bd First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -05:00