Commit graph

862 commits

Author SHA1 Message Date
Zed A. Shaw
af4ee30ade Make the positioning of the hand sprite dynamic bsed on size and also done once during init instead of every render. 2026-05-27 12:20:35 -04:00
Zed A. Shaw
af69bd2286 Setup for showing an in-combat icon and made it so I wait until the animation is done playing, as games do. 2026-05-27 12:15:29 -04:00
Zed A. Shaw
6f9e8a3ed4 Refactor to allow for the new screen flow. 2026-05-27 12:09:17 -04:00
Zed A. Shaw
e7b6b42698 The new scene system brought over and updated animation to be optional in the scene engine. 2026-05-26 12:48:34 -04:00
Zed A. Shaw
d86617aa3a Fixes to worldbuilder to prevent door placement of items and enemies. 2026-05-26 11:25:24 -04:00
Zed A. Shaw
d1d7bf8d94 Fix the rotation speed so it's calculated based on the rotation angle. 2026-05-26 11:06:58 -04:00
Zed A. Shaw
89772fd89b Now that combat is unlocked tell enemies they can fight when near something to fight. 2026-05-26 10:48:08 -04:00
Zed A. Shaw
2e0cc11555 Combat is now unlocked. 2026-05-25 12:18:55 -04:00
Zed A. Shaw
3d8572117c Incorporate the systems registry to make it easier to add/remove systems. 2026-05-25 12:00:25 -04:00
Zed A. Shaw
54d0a41c52 A few more fixes for how Combat works. 2026-05-25 11:38:20 -04:00
Zed A. Shaw
2a92687bc9 Had a mistake where I wasn't tracking the live->dead transition it the new code. 2026-05-25 11:02:22 -04:00
Zed A. Shaw
e35e362846 Remove some debug stuff. 2026-05-25 10:33:04 -04:00
Zed A. Shaw
a22564bb58 Synced the combat from under the dome. 2026-05-24 11:59:51 -04:00
Zed A. Shaw
110612c33a First batch of changes merged back from Under. Fixes the router, adds magic_enum to FSM, and makes it easy to reset the world. 2026-05-09 23:52:40 -04:00
Zed A. Shaw
d583a28b9c Update to new lel and bring in utf8cpp. 2026-04-17 01:28:17 -04:00
Zed A. Shaw
b62cb8fe92 Improvements from the Go version of the mazes. 2026-03-24 12:29:06 -04:00
Zed A. Shaw
fee925505f Dead tests not used anymore. 2026-03-20 12:13:23 -04:00
Zed A. Shaw
738d9a64d3 Make the tests go faster. 2026-03-20 12:02:52 -04:00
Zed A. Shaw
6d7a944a7d Quick move into textures.cpp so I can work on the final form of wall to door mapping. 2026-03-17 12:40:31 -04:00
Zed A. Shaw
f57d202f5c Basic prototype of showing a different door to match the walls. Need to generalize though. 2026-03-17 12:31:35 -04:00
Zed A. Shaw
349656589b Doors are now meshed into the walls better but I got rid of the wood wals. They suck. 2026-03-17 11:43:16 -04:00
Zed A. Shaw
4c11829580 Doors are placed and you can walk through them, also fixed the way the jankifier renders so that it uses a consistent bit depth for all the textures. 2026-03-16 23:53:06 -04:00
Zed A. Shaw
0add3b29ae Now have doors that you can walk though. No open/close animation yet. 2026-03-16 12:53:10 -04:00
Zed A. Shaw
02d23bb77d More cleanups of the tests and fixes to the room and door positioning. 2026-03-15 22:53:00 -04:00
Zed A. Shaw
8e2a691337 Now the rooms are better at having good doors. 2026-03-15 03:20:29 -04:00
Zed A. Shaw
908f5bfb3e Slight better but I think place_doors can be even better. 2026-03-15 01:21:33 -04:00
Zed A. Shaw
f304538325 way better map/maze debug output. 2026-03-15 00:09:47 -04:00
Zed A. Shaw
3394de064c New scripting style mazes incorporated. 2026-03-13 11:36:21 -04:00
Zed A. Shaw
1b2276c08f Add the map's invariant too. 2026-03-13 11:11:28 -04:00
Zed A. Shaw
9001af214a Maze scripts now work reliably. 2026-03-13 10:41:42 -04:00
Zed A. Shaw
c615f4fc1e Can now script maze gen with a json. 2026-03-13 01:55:26 -04:00
Zed A. Shaw
a71d6340db Tests now run the repair() step. 2026-03-13 00:36:49 -04:00
Zed A. Shaw
e6fcbd8dcf Maze gen can now more efficiently produce an interesting map that is fully pathable. 2026-03-12 00:54:34 -04:00
Zed A. Shaw
f85ae8a6c6 Better map generation and a test that re-rolls maps that aren't valid to figure out the stats of map gen failures. 2026-03-11 12:31:51 -04:00
Zed A. Shaw
8090251a71 I can validate that a map is pathable, but can't fix it. 2026-03-10 00:42:58 -04:00
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