Zed A. Shaw
|
10e5f53292
|
Mostly pulled out all of the ftxui rendering into cleaner areas.
|
2024-10-02 18:55:17 -04:00 |
|
Zed A. Shaw
|
a7f6357e12
|
Refactor the entity out.
|
2024-10-02 17:29:49 -04:00 |
|
Zed A. Shaw
|
dd6d29ed7d
|
A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
|
2024-09-30 00:49:55 -04:00 |
|
Zed A. Shaw
|
2e8abbaf5e
|
Our hero can walk around the world and won't go through walls.
|
2024-09-30 00:04:58 -04:00 |
|
Zed A. Shaw
|
bcc524861e
|
Map generation is working well, and some cleanup.
|
2024-09-29 23:07:28 -04:00 |
|
Zed A. Shaw
|
3a43324fa2
|
Random map gen is mostly working, now to clean it up.
|
2024-09-29 22:36:13 -04:00 |
|
Zed A. Shaw
|
a82944f55a
|
Jank thoughts on using the dijk map to walk from door to door for tunnels.
|
2024-09-28 18:15:00 -04:00 |
|
Zed A. Shaw
|
b100950877
|
Move the random gen to a global for now.
|
2024-09-28 16:52:38 -04:00 |
|
Zed A. Shaw
|
a37a40d45f
|
Slightly better parition and map_drawing.
|
2024-09-28 16:48:47 -04:00 |
|
Zed A. Shaw
|
44f11d5ddd
|
Refactor into the class for more work.
|
2024-09-28 16:22:10 -04:00 |
|
Zed A. Shaw
|
6cb3366912
|
I can make a map with one room 'randomly' generated and calculate paths.
|
2024-09-27 00:10:41 -04:00 |
|
Zed A. Shaw
|
8b67a25732
|
Cleaned up the map for more work.
|
2024-09-26 23:14:42 -04:00 |
|
Zed A. Shaw
|
ebb5360c5c
|
Fixed the bug that made walls not receive the algorithm.
|
2024-09-26 16:55:42 -04:00 |
|
Zed A. Shaw
|
4d748d1f48
|
Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm.
|
2024-09-26 01:22:25 -04:00 |
|