Fixed a bunch of random little bugs everywhere.
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9 changed files with 64 additions and 38 deletions
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@ -1,11 +1,6 @@
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TODAY'S GOAL:
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* Pathing::compute_paths can take a starting level to implement lower directions, or possibly setting a value lower?
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* Fix " room should always be found"
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* Pathing::set_target isn't using value, but that implements the above.
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https://www.roguebasin.com/index.php/Dijkstra_Maps_Visualized
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* Fix BUG markers as much as possible.
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* Make room generation have "texture" or state like mossy, flooded, etc.
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@ -13,6 +8,10 @@ https://www.roguebasin.com/index.php/Dijkstra_Maps_Visualized
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TODO:
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* Lua integration
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* Save file needs work, it's not saving gold and lights.
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* 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.
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* When fighting two enemies with lots of attacks it crashes because one dies and isn't there. Test by making enemies immortal.
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* LightRender can just use the Dijkstra map paths to calculate light strenght from the point rather than doing the box thing.
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* $paths.$paths is annoying.
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@ -22,7 +21,6 @@ TODO:
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* Think up an enemy system.
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* Write a method for renderer that can translate coordinates.
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* Can std::any be defaulted to a noop in the events?
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* Save file isn't saving gold.
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* Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold.
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* Create a few more enemy types to fight.
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* Devise a more complete map/world generator that can use the loot and enemies better.
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