Zed A. Shaw
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ca3b04b895
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Invalid test, should be enemy.
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2025-09-03 11:28:29 -04:00 |
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Zed A. Shaw
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0c8cb197c2
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Fix the map opening and closing all the time.
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2025-09-02 13:56:19 -04:00 |
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Zed A. Shaw
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a11e7de14e
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Fix up the spatialmap to have an occupied_by method which checks if a square is occupied and returns what is there.
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2025-09-02 12:46:05 -04:00 |
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Zed A. Shaw
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759f93cae0
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Autowalker now correctly faces enemies to fight them.
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2025-09-02 11:31:01 -04:00 |
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Zed A. Shaw
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9faad5f263
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FINALLY figured out how to rotate to face a square, thanks to all the help from Twitch chat. I need to study Trig.
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2025-09-02 02:26:08 -04:00 |
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Zed A. Shaw
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d822cb3438
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Have a way to detect the best rotation but it's still off a bit. Seems to choose wrong in simple situations. Look in System::shortest_rotate.
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2025-09-01 01:37:03 -04:00 |
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Zed A. Shaw
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f98cc543f6
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Autowalker now paths reliably and can attack enemies by facing them. Just need to make it fight diagonally.
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2025-08-31 00:47:21 -04:00 |
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Zed A. Shaw
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4365aa4bfc
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Now added a System::multi_path which can target to multiple entities.
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2025-08-31 00:39:35 -04:00 |
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Zed A. Shaw
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fc678c6b42
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Pathing in either diagonal or simple motion works.
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2025-08-31 00:17:47 -04:00 |
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Zed A. Shaw
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e92fd2b6f3
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Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps.
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2025-08-30 10:48:52 -04:00 |
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Zed A. Shaw
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c894f6e094
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Initial part of the rewrite for the autowalker to fix the pathing and aiming issues.
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2025-08-26 00:55:27 -04:00 |
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Zed A. Shaw
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63eaea3536
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rewrite game_level::player_position to be more efficient.
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2025-08-26 00:46:58 -04:00 |
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Zed A. Shaw
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4a2d8770d9
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Cleaned up how the camera is configured so that it can be easily queried in other parts like the autowalker.
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2025-08-25 23:23:05 -04:00 |
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Zed A. Shaw
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b4569622a0
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Cleanup the autowalker for new work.
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2025-08-25 22:44:53 -04:00 |
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Zed A. Shaw
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4bf9a9177f
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Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does.
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2025-08-23 01:40:51 -04:00 |
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Zed A. Shaw
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fc8e65f4d6
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Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls.
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2025-08-22 22:29:22 -04:00 |
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Zed A. Shaw
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586343a614
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Enemies will now fight back if they're cornered. Was actually way easier than I thought.
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2025-08-21 23:32:34 -04:00 |
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Zed A. Shaw
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7ffa6025ce
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And finally fix some of the API names to make more sense in their current location.
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2025-08-20 23:49:30 -04:00 |
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Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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2025-08-20 23:20:36 -04:00 |
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Zed A. Shaw
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c46927ea10
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Now all of the old LevelManager code is gone. Next phase is to rename the Game:: to something better then test the shit out of it.
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2025-08-20 13:31:02 -04:00 |
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Zed A. Shaw
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a83ee77eea
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levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
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2025-08-20 01:10:42 -04:00 |
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Zed A. Shaw
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5aca2fb56a
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Tests are now clean so next step is to officially nuke the level manager.
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2025-08-20 00:48:20 -04:00 |
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Zed A. Shaw
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564f9842a2
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All of the UIs should be cleared out, and that just leaves the tests.
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2025-08-19 23:58:42 -04:00 |
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Zed A. Shaw
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d5ff57e025
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Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
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2025-08-19 11:05:32 -04:00 |
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Zed A. Shaw
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81e25f73bb
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Next phase of the refactor is done. Now to replace everything in Systems.
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2025-08-19 01:07:28 -04:00 |
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Zed A. Shaw
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644ff6edc0
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Bad test that wasn't running.
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2025-08-18 23:55:14 -04:00 |
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Zed A. Shaw
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097879440d
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Changed facts in DinkyECS to be a shared_ptr so that it is a singular data store instead of copied around. Closes #85.
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2025-08-18 02:17:04 -04:00 |
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Zed A. Shaw
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b839fb6463
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The problem was keeping a reference in a class/object means that it will not get updated copies when levelmanager makes a new level. Honestly that whole constelation of bullshit needs to die. Closes #62.
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2025-08-18 01:13:31 -04:00 |
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Zed A. Shaw
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ae1a48deed
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Now I have a better error that's more exact, but I think next level of this is to just show a generic texture for missing ones. Closes #80.
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2025-08-17 11:08:01 -04:00 |
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Zed A. Shaw
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25a143cf22
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Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
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2025-08-17 10:51:08 -04:00 |
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Zed A. Shaw
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20fa95bd93
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Simple test to make sure world events actually loop. Closes #84.
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2025-08-17 10:18:06 -04:00 |
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Zed A. Shaw
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a86912705c
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Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable.
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2025-08-14 14:10:28 -04:00 |
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Zed A. Shaw
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ad0069e899
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Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
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2025-08-13 11:43:23 -04:00 |
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Zed A. Shaw
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42575ef1f5
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Updated the lootable body asset.
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2025-08-13 11:43:05 -04:00 |
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Zed A. Shaw
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f19c1dbb20
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Now you can heal yourself.
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2025-08-11 16:59:19 -04:00 |
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Zed A. Shaw
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e03a63f9fb
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A little bit of refactoring while thinking about the loot next.
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2025-08-10 12:42:28 -04:00 |
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Zed A. Shaw
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48e28ee636
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New dead_body_lootable sprite for dead things you can loot.
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2025-08-10 12:30:42 -04:00 |
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Zed A. Shaw
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b9209beddd
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Better error when you have duplicate map icons.
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2025-08-10 12:29:53 -04:00 |
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Zed A. Shaw
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8594568ff4
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Slight clean up.
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2025-08-10 12:29:24 -04:00 |
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Zed A. Shaw
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521180b086
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Refactor out the junk randomizer and put it in rituals where it belongs.
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2025-08-10 11:20:22 -04:00 |
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Zed A. Shaw
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05d54ff661
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Now also combat works no matter what's on the ground. Closes #81.
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2025-08-09 00:13:38 -04:00 |
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Zed A. Shaw
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f84b63f0e6
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The problem with picking up items under a dead body is fixed but now need to fix combat.
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2025-08-07 12:13:39 -04:00 |
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Zed A. Shaw
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97fe02d99d
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Add a new dead_body sprite for things that are dead but you can't loot them.
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2025-08-06 23:13:29 -04:00 |
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Zed A. Shaw
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0d889cd0ff
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Quick start to making it possible to use healing items, or any item really. Going with a style that it has to be on your toolbar to use it, and the toolbelt looks in your inventory to see ifyou have healing items.
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2025-08-06 13:16:22 -04:00 |
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Zed A. Shaw
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b9656013b0
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Now have dead bodies working but need art for it.
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2025-08-06 12:15:21 -04:00 |
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Zed A. Shaw
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fc4eacadb0
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There's now a Collision component that determines collision if its set. Closes #72.
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2025-08-06 11:43:39 -04:00 |
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Zed A. Shaw
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9bf6926dc3
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A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck.
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2025-08-03 23:58:59 -04:00 |
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Zed A. Shaw
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077f0e84ea
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Don't add wiggle to the things in the player's square since that moves them into the player eyes.
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2025-08-03 22:34:03 -04:00 |
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Zed A. Shaw
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a4a4389281
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Move amt's examples into scratchpad for later review.
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2025-08-03 22:33:29 -04:00 |
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Zed A. Shaw
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9c02fb846b
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Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78.
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2025-08-03 01:56:34 -04:00 |
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