Fixed a bunch of random little bugs everywhere.

This commit is contained in:
Zed A. Shaw 2024-12-05 10:38:25 -05:00
parent f946d46936
commit 6b3ce5eb3d
9 changed files with 64 additions and 38 deletions

View file

@ -1,11 +1,6 @@
TODAY'S GOAL:
* Pathing::compute_paths can take a starting level to implement lower directions, or possibly setting a value lower?
* Fix " room should always be found"
* Pathing::set_target isn't using value, but that implements the above.
https://www.roguebasin.com/index.php/Dijkstra_Maps_Visualized
* Fix BUG markers as much as possible.
* Make room generation have "texture" or state like mossy, flooded, etc.
@ -13,6 +8,10 @@ https://www.roguebasin.com/index.php/Dijkstra_Maps_Visualized
TODO:
* Lua integration
* Save file needs work, it's not saving gold and lights.
* Move all keyboard and mouse events into SFMLRender so it's completely abstracted away and can be changed to a different backend if I want.
* When fighting two enemies with lots of attacks it crashes because one dies and isn't there. Test by making enemies immortal.
* LightRender can just use the Dijkstra map paths to calculate light strenght from the point rather than doing the box thing.
* $paths.$paths is annoying.
@ -22,7 +21,6 @@ TODO:
* Think up an enemy system.
* Write a method for renderer that can translate coordinates.
* Can std::any be defaulted to a noop in the events?
* Save file isn't saving gold.
* Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold.
* Create a few more enemy types to fight.
* Devise a more complete map/world generator that can use the loot and enemies better.