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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e05335b153
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Initial stab at pulling the pathing out.
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2024-12-01 09:49:48 -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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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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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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15a302d133
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Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job.
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2024-11-21 15:51:22 -05:00 |
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Zed A. Shaw
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2dccc6b17b
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Initial fix of the crash with different map sizes but that's not the ultimate fix.
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2024-11-09 10:14:53 -05:00 |
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Zed A. Shaw
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5af6d75b4c
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FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts.
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2024-11-09 03:57:38 -05:00 |
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Zed A. Shaw
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011fee4872
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A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain'
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2024-11-07 01:00:17 -05:00 |
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Zed A. Shaw
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c1d43694b0
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Couldn't debug the map size crash so just did this small change until I can.
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2024-11-06 23:38:01 -05:00 |
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Zed A. Shaw
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99d56b246c
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Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out.
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2024-11-06 07:18:59 -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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e864e14eab
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Rendering with color is working now but still has problems with enabling/resetting the default colors.
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2024-11-02 06:02:13 -04:00 |
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Zed A. Shaw
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a36b187879
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Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
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2024-11-02 03:53:33 -04:00 |
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Zed A. Shaw
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ae484bf425
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ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
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2024-11-01 18:07:47 -04:00 |
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Zed A. Shaw
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9102bdc8ad
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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.
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2024-10-27 18:44:54 -04:00 |
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Zed A. Shaw
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5a123ae74c
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Refactor some code to have better naming and move Point and related point things into their own .hpp.
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2024-10-26 18:26:42 -04:00 |
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Zed A. Shaw
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743f906bc7
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Implemented a simple collision hash table.
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2024-10-25 22:31:09 -04:00 |
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Zed A. Shaw
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9f1e9717a0
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Super jank prototype of my idea but I am rendering multiple characters per cell to give the effect of a more complex character. Now to make this a data setup so it's easy to make characters. Also, probably have little add ons to show things like weapons equiped, etc.
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2024-10-18 21:59:06 -04:00 |
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Zed A. Shaw
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da64e526c4
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Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
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2024-10-17 21:43:19 -04:00 |
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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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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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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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dd6d29ed7d
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A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
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2024-09-30 00:49:55 -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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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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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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