Zed A. Shaw
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3f7a9cc124
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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.
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2024-12-01 17:54:43 -05:00 |
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Zed A. Shaw
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d515c33afc
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Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely.
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2024-12-01 08:33:15 -05:00 |
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Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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2024-12-01 08:08:06 -05:00 |
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Zed A. Shaw
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d0d62836e3
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Now have good coverage on map but need to actually confirm results in the test.
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2024-11-29 11:24:23 -05:00 |
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Zed A. Shaw
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988edf13d7
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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.
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2024-11-28 04:27:14 -05:00 |
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Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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2024-11-28 03:13:48 -05:00 |
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Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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2024-11-28 02:45:29 -05:00 |
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Zed A. Shaw
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54fa1a23ce
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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.
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2024-11-28 02:41:01 -05:00 |
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Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2024-11-26 05:03:49 -05:00 |
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Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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2024-11-26 02:22:15 -05:00 |
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Zed A. Shaw
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1bb04b4562
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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.
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2024-11-23 23:11:20 -05:00 |
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Zed A. Shaw
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713d400d17
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Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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2024-11-04 05:07:49 -05:00 |
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Zed A. Shaw
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33327154ad
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DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
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2024-10-16 15:01:53 -04:00 |
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Zed A. Shaw
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86c98c43c2
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Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
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2024-10-13 14:01:18 -04:00 |
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Zed A. Shaw
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cc4f83a1d1
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Just wrote my own entity system to figure it out.
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2024-10-10 17:34:33 -04:00 |
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Zed A. Shaw
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f9bf8f06ea
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Some jank test visual effects are working.
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2024-10-04 18:23:14 -04:00 |
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Zed A. Shaw
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243d15c123
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Just don't prevent start points being in walls.
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2024-10-04 17:09:28 -04:00 |
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Zed A. Shaw
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5cf66aad02
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Conver to using \ for member variables in classes. In structs just use the name.
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2024-10-03 17:05:23 -04:00 |
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Zed A. Shaw
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10e5f53292
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Mostly pulled out all of the ftxui rendering into cleaner areas.
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2024-10-02 18:55:17 -04:00 |
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Zed A. Shaw
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710076edfb
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Pulled most of the variables out so now I can carve out functions.
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2024-10-02 18:14:54 -04:00 |
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Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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2024-10-02 17:29:49 -04:00 |
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Zed A. Shaw
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69fa7d9e4e
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Make doors randomly on the rooms.
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2024-09-30 23:51:05 -04:00 |
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Zed A. Shaw
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2e8abbaf5e
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Our hero can walk around the world and won't go through walls.
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2024-09-30 00:04:58 -04:00 |
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Zed A. Shaw
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bcc524861e
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Map generation is working well, and some cleanup.
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2024-09-29 23:07:28 -04:00 |
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Zed A. Shaw
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3a43324fa2
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Random map gen is mostly working, now to clean it up.
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2024-09-29 22:36:13 -04:00 |
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Zed A. Shaw
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a82944f55a
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Jank thoughts on using the dijk map to walk from door to door for tunnels.
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2024-09-28 18:15:00 -04:00 |
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Zed A. Shaw
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b100950877
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Move the random gen to a global for now.
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2024-09-28 16:52:38 -04:00 |
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Zed A. Shaw
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a37a40d45f
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Slightly better parition and map_drawing.
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2024-09-28 16:48:47 -04:00 |
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Zed A. Shaw
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44f11d5ddd
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Refactor into the class for more work.
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2024-09-28 16:22:10 -04:00 |
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Zed A. Shaw
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04b16c75ad
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Undo the dijk test.
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2024-09-28 16:10:31 -04:00 |
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Zed A. Shaw
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68d6b9e90c
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If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
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2024-09-28 04:25:09 -04:00 |
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Zed A. Shaw
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997a3ab45b
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Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
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2024-09-28 04:07:32 -04:00 |
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Zed A. Shaw
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f48f9d9bc5
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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2024-09-28 04:06:30 -04:00 |
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Zed A. Shaw
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5f09747109
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If you just pick the wider of the dimensions then you get a more even spread vs random direction.
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2024-09-28 04:01:29 -04:00 |
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Zed A. Shaw
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e1ebea7451
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Working mostly correct now, just need to tweak how it works more and work on connections.
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2024-09-28 03:58:26 -04:00 |
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Zed A. Shaw
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61d2747441
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It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first.
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2024-09-28 03:09:19 -04:00 |
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Zed A. Shaw
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56cc38006b
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NOTWORKING: Committing this so I can show the changes I made on the next stream.
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2024-09-28 02:44:36 -04:00 |
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Zed A. Shaw
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62195e6eea
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A dirty first cut at a single random horiz/vert split for the BSP algorithm.
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2024-09-27 18:42:32 -04:00 |
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Zed A. Shaw
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6cb3366912
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I can make a map with one room 'randomly' generated and calculate paths.
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2024-09-27 00:10:41 -04:00 |
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Zed A. Shaw
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8b67a25732
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Cleaned up the map for more work.
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2024-09-26 23:14:42 -04:00 |
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Zed A. Shaw
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4f863c2635
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Dijkstra thing is working on a sample map.
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2024-09-26 17:56:40 -04:00 |
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Zed A. Shaw
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ebb5360c5c
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Fixed the bug that made walls not receive the algorithm.
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2024-09-26 16:55:42 -04:00 |
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Zed A. Shaw
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4d748d1f48
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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.
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2024-09-26 01:22:25 -04:00 |
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