Commit graph

424 commits

Author SHA1 Message Date
Zed A. Shaw
931d9493d2 The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 2025-05-26 13:59:26 -04:00
Zed A. Shaw
e015652f4c Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor. 2025-05-26 00:29:32 -04:00
Zed A. Shaw
8453e7c3b9 Map is back. 2025-05-25 22:39:42 -04:00
Zed A. Shaw
af2947c50a Simple styling of the rooms done. 2025-05-25 12:12:08 -04:00
Zed A. Shaw
5cb74151f5 Remove more dead code from texturemgr. 2025-05-25 11:44:14 -04:00
Zed A. Shaw
3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 2025-05-25 11:39:43 -04:00
Zed A. Shaw
ea9f6bf383 Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. 2025-05-25 10:30:45 -04:00
Zed A. Shaw
f45dbe8c48 Ready to refactor the tilemap so I can stylize different parts of the maps generated. 2025-05-24 12:34:45 -04:00
Zed A. Shaw
96a585220b Raycaster now leaves colors that are above a threshold to have a 'glow' effect. 2025-05-24 12:03:26 -04:00
Zed A. Shaw
c0d668fb0b Played around with a circular map real quick. 2025-05-24 10:58:28 -04:00
Zed A. Shaw
9dcc2036aa Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. 2025-05-24 00:47:44 -04:00
Zed A. Shaw
e361984c40 Fixed a long standing bug I didn't realize where I did -1 on the map in the raycaster which made the textures not actually work. 2025-05-24 00:47:01 -04:00
Zed A. Shaw
90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. 2025-05-22 14:25:42 -04:00
Zed A. Shaw
4eaf3c35d6 Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better. 2025-05-22 12:24:59 -04:00
Zed A. Shaw
5f1a453fb4 Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 2025-05-21 13:56:53 -04:00
Zed A. Shaw
20f03731e5 Cleaned up the maze placement so that I can have mazes without rooms and with other features. 2025-05-20 12:53:03 -04:00
Zed A. Shaw
37715f05a5 Cleaned up maze and ready to use. 2025-05-20 10:32:20 -04:00
Zed A. Shaw
33cd490ed3 Playing with maze gen again. 2025-05-20 03:19:58 -04:00
Zed A. Shaw
c97648ab3a Remove useless log messages and bring back the tests. 2025-05-19 11:40:56 -04:00
Zed A. Shaw
ac252bf09d Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy. 2025-05-19 11:19:33 -04:00
Zed A. Shaw
a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. 2025-05-19 01:40:23 -04:00
Zed A. Shaw
0f8e61797f Now using a hunt-and-kill maze algorithm. 2025-05-18 14:37:43 -04:00
Zed A. Shaw
7a0b2f988d Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around. 2025-05-18 01:00:47 -04:00
Zed A. Shaw
6cbfcf993e Meson build was using the wrong sfml_main on windows. 2025-05-16 23:40:13 -04:00
Zed A. Shaw
0eb245d113 Working on a better character view. 2025-05-16 01:22:12 -04:00
Zed A. Shaw
d6e64dd06b The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate. 2025-05-16 00:43:45 -04:00
Zed A. Shaw
a2246d2b71 Move the map_view and mini_map into gui as well. 2025-05-16 00:07:24 -04:00
Zed A. Shaw
bed5ce22d2 Move gui_fsm to fsm but this causes some problems. 2025-05-15 23:54:59 -04:00
Zed A. Shaw
cc44c9d37a Move the guecstra stuff into the gui. 2025-05-15 22:50:59 -04:00
Zed A. Shaw
dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. 2025-05-14 11:49:09 -04:00
Zed A. Shaw
8545b8cf1d Simple Loot UI started. 2025-05-14 00:51:53 -04:00
Zed A. Shaw
8a3046e141 The colors and other theme elements can be configured in assets/config.json 2025-05-13 22:52:27 -04:00
Zed A. Shaw
74a8599977 Fully converted to using the lel-guecs library externally now. 2025-05-13 02:48:39 -04:00
Zed A. Shaw
7c90eb6da1 GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there. 2025-05-04 23:40:06 -04:00
Zed A. Shaw
abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 2025-05-04 23:28:36 -04:00
Zed A. Shaw
1780a758b3 Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs. 2025-05-04 11:56:30 -04:00
Zed A. Shaw
20176cf54a GUECS refactor part 1. 2025-05-04 11:06:53 -04:00
Zed A. Shaw
4e7f837240 Cleanup of GUECS and the textures manager. 2025-05-03 23:38:03 -04:00
Zed A. Shaw
438bd8ab8a Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over. 2025-05-03 14:52:56 -04:00
Zed A. Shaw
82ce3cb6be Autowalker now knows how to craft its first weapon and open the map. 2025-05-03 12:19:02 -04:00
Zed A. Shaw
70d27b9a95 GUECS now has a click_on function so you can programatically click on buttons for testing. 2025-05-03 12:18:39 -04:00
Zed A. Shaw
78ba83e916 Move the map opened detect out to the class. 2025-05-02 23:41:29 -04:00
Zed A. Shaw
c4ed26184b Autowalker now opens the map at first to test that it works. 2025-05-02 23:39:05 -04:00
Zed A. Shaw
edf10c976a Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 2025-05-02 11:39:39 -04:00
Zed A. Shaw
bac552c3d7 Ritual ui now does the combination correctly. 2025-05-02 00:23:07 -04:00
Zed A. Shaw
dab0e092e6 RitualUI is mostly working, but need to make the consumption of items work in the UI. 2025-05-01 23:46:30 -04:00
Zed A. Shaw
6269d10807 The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality. 2025-05-01 14:40:24 -04:00
Zed A. Shaw
8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. 2025-05-01 00:24:11 -04:00
Zed A. Shaw
d1bd6b7c45 Mostly does everything I need, minus the ritual description. That'll have to probably be a separate generator. Next, rewrite this crap. 2025-04-30 11:39:42 -04:00
Zed A. Shaw
2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 2025-04-29 23:59:40 -04:00