Commit graph

11 commits

Author SHA1 Message Date
Zed A. Shaw
e9277bf052 Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random. 2025-01-12 14:57:54 -05:00
Zed A. Shaw
f2864a62ee Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies. 2025-01-06 15:20:54 -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
9c03e850b5 Now have more fancy rooms with different floors to play with. 2024-12-27 12:52:23 -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
5a6494acf5 Fixing a stupid bug where it would crash because a fact wasn't in the world. 2024-12-19 20:46:47 -05:00
Zed A. Shaw
d4b6c35120 Working line iterator, and mostly working flood iterator that should be good enough for world gen. 2024-12-18 19:22:22 -05:00
Zed A. Shaw
70cd963e5c Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working. 2024-12-15 19:38:16 -05:00
Zed A. Shaw
eb0ca38e30 Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT. 2024-12-05 08:41:10 -05:00
Zed A. Shaw
2576b16869 Test coverage back and save system should work again but have to confirm it in-game. 2024-12-02 09:58:54 -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