Zed A. Shaw
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707e9e3d6e
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Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal.
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2024-11-03 00:16:52 -04:00 |
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Zed A. Shaw
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0ba789697a
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Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
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2024-11-02 21:14:58 -04:00 |
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Zed A. Shaw
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24b1e4a500
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Further cleaning of the renderer.
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2024-11-02 17:41:19 -04:00 |
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Zed A. Shaw
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fd8180bc61
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Refactored the ansi_parser into a class that can be reused between render calls.
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2024-11-02 16:56:46 -04:00 |
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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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6ca4614fcb
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A bit better method of setting foreground vs. background.
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2024-11-01 04:15:37 -04:00 |
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Zed A. Shaw
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2d550978b8
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This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
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2024-11-01 04:08:16 -04:00 |
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Zed A. Shaw
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058ab23fa2
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This also does almost the same thing but using fgoto to switch between ansi and not.
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2024-11-01 01:08:26 -04:00 |
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Zed A. Shaw
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f32b39afe2
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Barely working ansi color codes parser but I _really_ don't like this one. Too much code to just get it to process correctly which means it'll be brittle as hell later.
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2024-11-01 00:40:42 -04:00 |
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Zed A. Shaw
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a44a9a04f9
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Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
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2024-11-01 00:40:04 -04:00 |
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Zed A. Shaw
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3394327981
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Better working but still picks up stray numbers I didn't specify.
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2024-10-31 10:08:46 -04:00 |
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Zed A. Shaw
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74310304bd
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Start of a ragel parser that can do the ansi code parsing for me.
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2024-10-31 02:53:38 -04:00 |
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Zed A. Shaw
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35ef1e786d
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A bit more cleanup before I redesign the renderer.
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2024-10-30 19:06:51 -04:00 |
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Zed A. Shaw
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9397af2a11
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Rendering code stripped out of the GUI code.
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2024-10-30 18:54:51 -04:00 |
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Zed A. Shaw
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009b1e63a7
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More refactoring to get the GUI dumber.
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2024-10-30 02:13:31 -04:00 |
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Zed A. Shaw
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2fdbd63f4c
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Cleaning up and sorting out how to use the new events best.
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2024-10-29 23:39:03 -04:00 |
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Zed A. Shaw
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04350cb51e
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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.
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2024-10-29 18:33:11 -04:00 |
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Zed A. Shaw
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da8011cb14
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Can just use the enum as the type for the map but it'd be nicer if I could use a class enum without tons of template BS.
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2024-10-29 17:49:54 -04:00 |
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Zed A. Shaw
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3f87d19911
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Simple event system for entities in the world.
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2024-10-29 17:27:12 -04:00 |
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Zed A. Shaw
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ea6cf1362b
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Create a test for the ECS before we add more functionality.
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2024-10-29 16:04:40 -04:00 |
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Zed A. Shaw
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143fe7784c
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Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
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2024-10-29 07:33:00 -04:00 |
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Zed A. Shaw
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4ed06b10b1
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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.
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2024-10-28 19:46:55 -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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753bc70b77
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Basic ragel test that can parse 1 ASNI sequence and do nothing with it.
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2024-10-27 17:34:49 -04:00 |
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Zed A. Shaw
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4162287841
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Implement a simple combat system and killing off enemies. See status for next steps.
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2024-10-26 20:29:55 -04:00 |
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Zed A. Shaw
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62562faad3
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Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player.
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2024-10-26 19:47:40 -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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c19cd707d1
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Better unit test for the collision system.
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2024-10-26 18:13:06 -04:00 |
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Zed A. Shaw
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ec1ed23c52
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Now using a simple collision map to track entities and then determine if they're near the player for attacking.
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2024-10-26 04:33:23 -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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dbc2a10933
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Very basic collision and combat to work out the idea and a logging system on the left.
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2024-10-25 20:49:11 -04:00 |
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Zed A. Shaw
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98993481b0
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Playing around with it some more to see how a move would work.
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2024-10-22 02:09:28 -04:00 |
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Zed A. Shaw
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98baa13264
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Tried out Google's AI response to the question of a C++ spatial hash and it kind of came close. This took some massaging but it could work.
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2024-10-22 01:52:15 -04:00 |
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Zed A. Shaw
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6f2fba4f7f
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Make a few comments to keep this straight.
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2024-10-21 23:26:54 -04:00 |
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Zed A. Shaw
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e57a13846f
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A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits.
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2024-10-21 22:43:34 -04:00 |
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Zed A. Shaw
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9083582420
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Make it possible to zoom in/out, but I may make this a combat thing where it's zoomed out until you encounter an enemy.
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2024-10-21 20:31:59 -04:00 |
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Zed A. Shaw
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02a45d890f
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Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming.
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2024-10-21 00:12:04 -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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31c86fa2b3
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Cleanup before trying to make the tile rendering faster by pre-loading the sprites needed, or caching as they're requested.
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2024-10-18 20:53:19 -04:00 |
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Zed A. Shaw
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08d71f9bdc
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Super duper slow but this renders the text glyphs directly as sprites so I can do special colorization. Probalby then need to process the ftxui color ansi codes.
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2024-10-18 16:00:13 -04:00 |
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Zed A. Shaw
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fe5f7673ea
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Remove some unused variables.
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2024-10-18 00:28:23 -04:00 |
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Zed A. Shaw
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8b61a4fad8
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Forgot to set targets for pathing.
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2024-10-17 23:50:07 -04:00 |
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Zed A. Shaw
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3dae65fe82
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Merge in the refactor from earlier.
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2024-10-17 21:49:57 -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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1bb8999610
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A bit more cleanup, but still looking for more organization.
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2024-10-16 23:15:56 -04:00 |
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Zed A. Shaw
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e42647d727
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I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
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2024-10-16 20:31:00 -04:00 |
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Zed A. Shaw
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da04c5ec54
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Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies.
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2024-10-16 20:01:01 -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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