Commit graph

55 commits

Author SHA1 Message Date
Zed A. Shaw
3d461bce6d Very simple items system to get into the inventory work. 2025-01-01 13:21:01 -05:00
Zed A. Shaw
5adeb4e078 I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system. 2024-12-31 06:18:25 -05:00
Zed A. Shaw
194cc6664b Lighting is working way better and now for world generation work. 2024-12-28 12:04:21 -05:00
Zed A. Shaw
f46b5f15ef Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better. 2024-12-26 04:39:07 -05:00
Zed A. Shaw
9ac8da30ea Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath. 2024-12-25 06:03:11 -05:00
Zed A. Shaw
8a94108874 Entities now look like they stand on the tiles. 2024-12-25 01:29:03 -05:00
Zed A. Shaw
35f2defc11 Better lighting and a circle algorithm that works more reliably. 2024-12-25 00:27:45 -05:00
Zed A. Shaw
89e31279be Now have color and display char coming from assets/tiles.json but lighting still needs work. 2024-12-24 02:56:17 -05:00
Zed A. Shaw
7fe6ad174d Now have a configurable displayable tilemap to do better tiles. 2024-12-24 01:36:25 -05:00
Zed A. Shaw
290affa49a Upgraded to the latest winlibs/gcc 14. 2024-12-20 16:53:03 -05:00
Zed A. Shaw
93f53d1714 Tests are failing but catch2 is too stupid to actually tell me where so here you go. Now if you hit L it'll turn the lights up to max and if you hit P it will show the pathing. 2024-12-19 20:04:10 -05:00
Zed A. Shaw
1295e9631d A slightly working flood iterator and a working compass iterator. 2024-12-17 17:32:27 -05:00
Zed A. Shaw
043c0d91df Now using the box iterator everywhere I can before writing a flood iterator. 2024-12-16 01:17:11 -05:00
Zed A. Shaw
da0b941dfd A first exploration of doing a matrix iterator. 2024-12-13 16:23:55 -05:00
Zed A. Shaw
ee1e2e5bc5 Started working on a random flood function for paths to do things like fill rooms with stuff. 2024-12-12 11:38:38 -05:00
Zed A. Shaw
0edd948101 A barely working tool to find font characters and pick their color. 2024-12-07 13:42:30 -05:00
Zed A. Shaw
9abb39a3bf Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back. 2024-12-04 21:43:59 -05:00
Zed A. Shaw
0b4392dbcc Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want. 2024-12-03 19:17:20 -05:00
Zed A. Shaw
3f7a9cc124 Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 2024-12-01 17:54:43 -05:00
Zed A. Shaw
e86d474c7c Now have more test for the base functionality but need to push render tests and find a way to test the GUI. I've also brought in sol2 for lua integration but not sure what to do with it. 2024-11-30 10:43:25 -05:00
Zed A. Shaw
988edf13d7 Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast. 2024-11-28 04:27:14 -05:00
Zed A. Shaw
54fa1a23ce Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted. 2024-11-28 02:41:01 -05:00
Zed A. Shaw
0e8a2e520a Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play. 2024-11-27 04:02:57 -05:00
Zed A. Shaw
6174df5ec7 Lighting now works, now to get multiple lights. 2024-11-26 05:03:49 -05:00
Zed A. Shaw
4ceacecfda Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet. 2024-11-26 02:22:15 -05:00
Zed A. Shaw
62f986719d Quick hack to test finding a better light. If you find the gold you get a better light. 2024-11-25 02:38:24 -05:00
Zed A. Shaw
a9217e8423 Now have a basic prototype lighting system. 2024-11-25 02:32:16 -05:00
Zed A. Shaw
1bb04b4562 Tried to set the background color in the ftxui canvas and weirdly it started doing almost what I want with lighting, but I didn't write any code to do that. There's some bug in how I'm doing it that's causing it to set the colors...correctly. Must find out why. 2024-11-23 23:11:20 -05:00
Zed A. Shaw
ed9d0de8e0 Event system now accepts any data and the GUI receives simpler events with data for them. 2024-11-07 09:16:21 -05:00
Zed A. Shaw
0e79288afc More notes on the next things to do. 2024-11-07 02:06:22 -05:00
Zed A. Shaw
011fee4872 A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain' 2024-11-07 01:00:17 -05:00
Zed A. Shaw
0a268591c2 Started working on the loot system which will eventually become the inventory/improved collision system. 2024-11-07 00:29:06 -05:00
Zed A. Shaw
67cacd5dcd Can actually save the game now. 2024-11-06 22:24:23 -05:00
Zed A. Shaw
d113dba42f Almost working save sytem but the data I store is totally wrong. I need to also save the entity IDs being used and map them to the components. 2024-11-05 02:38:36 -05:00
Zed A. Shaw
713d400d17 Cereal works pretty well so I may use it, but there's one more library I want to try first called tser. 2024-11-04 05:07:49 -05:00
Zed A. Shaw
e864e14eab Rendering with color is working now but still has problems with enabling/resetting the default colors. 2024-11-02 06:02:13 -04:00
Zed A. Shaw
ae484bf425 ANSI code renderer starts working but I have to make it utf8/wchar_t friendly. 2024-11-01 18:07:47 -04:00
Zed A. Shaw
009b1e63a7 More refactoring to get the GUI dumber. 2024-10-30 02:13:31 -04:00
Zed A. Shaw
04350cb51e GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems. 2024-10-29 18:33:11 -04:00
Zed A. Shaw
ea6cf1362b Create a test for the ECS before we add more functionality. 2024-10-29 16:04:40 -04:00
Zed A. Shaw
143fe7784c Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 2024-10-29 07:33:00 -04:00
Zed A. Shaw
4ed06b10b1 Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals. 2024-10-28 19:46:55 -04:00
Zed A. Shaw
9102bdc8ad Created a combat system to start with and also added a 'HEARING' mechanic where enemies can hear you from a certain distance before moving to you. 2024-10-27 18:44:54 -04:00
Zed A. Shaw
4162287841 Implement a simple combat system and killing off enemies. See status for next steps. 2024-10-26 20:29:55 -04:00
Zed A. Shaw
62562faad3 Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player. 2024-10-26 19:47:40 -04:00
Zed A. Shaw
5a123ae74c Refactor some code to have better naming and move Point and related point things into their own .hpp. 2024-10-26 18:26:42 -04:00
Zed A. Shaw
ec1ed23c52 Now using a simple collision map to track entities and then determine if they're near the player for attacking. 2024-10-26 04:33:23 -04:00
Zed A. Shaw
dbc2a10933 Very basic collision and combat to work out the idea and a logging system on the left. 2024-10-25 20:49:11 -04:00
Zed A. Shaw
6f2fba4f7f Make a few comments to keep this straight. 2024-10-21 23:26:54 -04:00
Zed A. Shaw
02a45d890f Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming. 2024-10-21 00:12:04 -04:00