Zed A. Shaw
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fd53f92fe6
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Prep for fixing the spatialmap to allow for entities without collision to still be in the space.
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2025-07-29 02:13:29 -04:00 |
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Zed A. Shaw
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d93bc1615c
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -04:00 |
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Zed A. Shaw
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86ddfc460f
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Update to the new lel-guecs with Icons and the ability to set a Sprite to stretch or not. Now Icons for loot pickup work perfectly, but need to be centered.
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2025-07-22 17:21:28 -04:00 |
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Zed A. Shaw
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ff7111b006
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2025-07-22 15:04:22 -04:00 |
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Zed A. Shaw
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b311713064
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Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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2025-07-22 01:08:48 -04:00 |
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Zed A. Shaw
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6f91533950
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Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map.
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2025-07-21 23:21:24 -04:00 |
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Zed A. Shaw
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2997dc363b
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FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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2025-07-21 13:10:03 -04:00 |
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Zed A. Shaw
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d264760405
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Fog of War works but it's in the wrong place and needs to be based on light.
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2025-07-20 01:34:39 -04:00 |
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Zed A. Shaw
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2802a44ba4
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Clean up System::render_map.
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2025-07-18 13:25:32 -04:00 |
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Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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2025-07-18 13:09:53 -04:00 |
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Zed A. Shaw
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3b81959aa9
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Map now displays way better. The paper is gone for now.
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2025-07-17 14:22:04 -04:00 |
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Zed A. Shaw
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973495b687
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Map now has a color theme rather than random colors.
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2025-07-17 12:59:20 -04:00 |
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Zed A. Shaw
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379060b8c7
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Can now set a color to another already existing color.
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2025-07-17 12:39:24 -04:00 |
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Zed A. Shaw
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f4fa50a413
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Colors are now being loaded from assets/palette.json
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2025-07-17 10:50:09 -04:00 |
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Zed A. Shaw
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48a7f72411
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Now have a simple color palette system.
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2025-07-16 12:46:49 -04:00 |
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Zed A. Shaw
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0272ba8540
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Trying a bit of color changes.
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2025-07-15 14:46:14 -04:00 |
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Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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2025-07-15 13:28:23 -04:00 |
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Zed A. Shaw
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dca38397e7
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Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying.
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2025-07-15 11:39:05 -04:00 |
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Zed A. Shaw
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0d1eacdc5c
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Now entities are drawn after the map so that there's no holes.
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2025-07-12 14:46:42 -04:00 |
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Zed A. Shaw
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72ecca8c82
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I can now draw a map and then render it with the sprites pretty easily. Problem currently is the entities replace their floor tiles so need to fix that.
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2025-07-12 13:34:31 -04:00 |
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Zed A. Shaw
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a3f82139e9
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One step closer to map rendering from tile sprites.
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2025-07-12 12:05:18 -04:00 |
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Zed A. Shaw
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dd541ae59d
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Ripped out the string based map and created a Matrix map drawing function.
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2025-07-12 10:51:55 -04:00 |
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Zed A. Shaw
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d9219a8c64
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This cleans up how I'm rendering the map but there's no way I can render a large map like this. It'd be way too big.
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2025-07-12 00:35:57 -04:00 |
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Zed A. Shaw
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3b06105813
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Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
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2025-07-11 22:38:08 -04:00 |
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Zed A. Shaw
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5db3d1a306
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Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
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2025-07-11 02:24:47 -04:00 |
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Zed A. Shaw
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5e01eb29a9
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There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
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2025-07-11 01:02:27 -04:00 |
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Zed A. Shaw
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b2a6262964
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Now have background color for the sprites used in the maps.
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2025-07-10 00:12:32 -04:00 |
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Zed A. Shaw
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b16ca3fd65
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I now have hacked in basic color for the wall tiles but not enemies and items.
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2025-07-09 14:36:31 -04:00 |
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Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2025-07-09 13:34:18 -04:00 |
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Zed A. Shaw
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2c011079a8
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I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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2025-07-09 01:54:49 -04:00 |
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Zed A. Shaw
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cfefffe1cc
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I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
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2025-07-09 00:34:50 -04:00 |
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Zed A. Shaw
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40611d4d54
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Crop the map sprite so it's not bigger than necessary.
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2025-07-08 22:54:59 -04:00 |
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Zed A. Shaw
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04b3cf3f16
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Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
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2025-07-08 13:26:43 -04:00 |
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Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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2025-07-08 13:09:39 -04:00 |
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Zed A. Shaw
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dbc2000434
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Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.
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2025-07-08 00:55:45 -04:00 |
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Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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2025-07-08 00:55:24 -04:00 |
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Zed A. Shaw
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f64b202ee7
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Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
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2025-07-07 13:25:17 -04:00 |
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Zed A. Shaw
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601f3331ed
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As an experiment, disable copy and move of the StatusUI.
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2025-07-06 23:59:06 -04:00 |
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Zed A. Shaw
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cd89625c96
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Just need one function for the 'hold_item' action.
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2025-07-06 23:35:17 -04:00 |
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Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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2025-07-06 12:05:28 -04:00 |
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Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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2025-07-06 11:36:30 -04:00 |
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Zed A. Shaw
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1baf90a776
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Easy fix, just set aiming_at in the camera position. Closes #57.
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2025-07-05 12:04:07 -04:00 |
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Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2025-07-05 11:18:26 -04:00 |
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Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -04:00 |
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Zed A. Shaw
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87e69bebde
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There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54.
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2025-07-03 13:07:04 -04:00 |
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Zed A. Shaw
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970905fcd5
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Make the player's inventory just a regular entity attached to the player.entity.
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2025-07-02 23:55:06 -04:00 |
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Zed A. Shaw
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2421a33bb0
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Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model.
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2025-07-02 23:24:06 -04:00 |
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Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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2025-07-02 14:25:44 -04:00 |
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Zed A. Shaw
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8c8d6dc9e7
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Clean things up before solving the move problem.
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2025-07-02 10:51:23 -04:00 |
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Zed A. Shaw
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6576164fad
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Give a healing potion too for testing.
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2025-07-02 10:49:05 -04:00 |
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