Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2025-01-10 15:22:37 -05:00 |
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Zed A. Shaw
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f3f875ee80
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Initial changes to clean up the code.
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2025-01-10 11:12:14 -05:00 |
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Zed A. Shaw
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ee304c30e3
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Made a curative component really quick.
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2025-01-09 14:38:07 -05:00 |
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Zed A. Shaw
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d6916b675e
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Enemies can be tagged as moving randomly, but it's very subtle.
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2025-01-09 14:25:34 -05:00 |
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Zed A. Shaw
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222b39c403
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Fixed up building enemies and items using componentsin the JSON.
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2025-01-09 14:01:40 -05:00 |
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Zed A. Shaw
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9ce4fbd552
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Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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2025-01-08 16:09:22 -05:00 |
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Zed A. Shaw
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6cabd62c7f
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There's a simple death screen now and you can exit. More work on what death means later.
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2025-01-07 14:07:10 -05:00 |
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Zed A. Shaw
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31e5eb7fce
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Picking up gold doesn't add it to your inventory.
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2025-01-06 12:52:46 -05:00 |
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Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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2025-01-05 15:07:30 -05:00 |
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Zed A. Shaw
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14b3ea7676
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Inventory system is mostly working and I can pick up everything and use it.
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2025-01-04 13:32:26 -05:00 |
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Zed A. Shaw
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aaa6d9f9f3
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Can display items picked up but man is this some garbage code. I need to rethink how inventory is stored so that it'll work with the Menu.
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2025-01-03 21:09:42 -05:00 |
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Zed A. Shaw
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135d9a128b
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Basic inventory system working and can pick up items but needs to be reflected in the UI next.
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2025-01-03 13:41:57 -05:00 |
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Zed A. Shaw
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3d461bce6d
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Very simple items system to get into the inventory work.
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2025-01-01 13:21:01 -05:00 |
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Zed A. Shaw
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5adeb4e078
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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.
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2024-12-31 06:18:25 -05:00 |
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Zed A. Shaw
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194cc6664b
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Lighting is working way better and now for world generation work.
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2024-12-28 12:04:21 -05:00 |
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Zed A. Shaw
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f46b5f15ef
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Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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2024-12-26 04:39:07 -05:00 |
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Zed A. Shaw
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9ac8da30ea
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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.
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2024-12-25 06:03:11 -05:00 |
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Zed A. Shaw
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8a94108874
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Entities now look like they stand on the tiles.
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2024-12-25 01:29:03 -05:00 |
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Zed A. Shaw
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35f2defc11
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Better lighting and a circle algorithm that works more reliably.
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2024-12-25 00:27:45 -05:00 |
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Zed A. Shaw
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89e31279be
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Now have color and display char coming from assets/tiles.json but lighting still needs work.
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2024-12-24 02:56:17 -05:00 |
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Zed A. Shaw
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7fe6ad174d
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Now have a configurable displayable tilemap to do better tiles.
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2024-12-24 01:36:25 -05:00 |
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Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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2024-12-20 16:53:03 -05:00 |
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Zed A. Shaw
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93f53d1714
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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.
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2024-12-19 20:04:10 -05:00 |
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Zed A. Shaw
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1295e9631d
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A slightly working flood iterator and a working compass iterator.
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2024-12-17 17:32:27 -05:00 |
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Zed A. Shaw
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043c0d91df
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Now using the box iterator everywhere I can before writing a flood iterator.
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2024-12-16 01:17:11 -05:00 |
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Zed A. Shaw
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da0b941dfd
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A first exploration of doing a matrix iterator.
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2024-12-13 16:23:55 -05:00 |
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Zed A. Shaw
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ee1e2e5bc5
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Started working on a random flood function for paths to do things like fill rooms with stuff.
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2024-12-12 11:38:38 -05:00 |
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Zed A. Shaw
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0edd948101
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A barely working tool to find font characters and pick their color.
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2024-12-07 13:42:30 -05:00 |
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Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2024-12-04 21:43:59 -05:00 |
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Zed A. Shaw
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0b4392dbcc
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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.
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2024-12-03 19:17:20 -05:00 |
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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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e86d474c7c
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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.
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2024-11-30 10:43:25 -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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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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0e8a2e520a
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Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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2024-11-27 04:02:57 -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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62f986719d
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Quick hack to test finding a better light. If you find the gold you get a better light.
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2024-11-25 02:38:24 -05:00 |
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Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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2024-11-25 02:32:16 -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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ed9d0de8e0
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Event system now accepts any data and the GUI receives simpler events with data for them.
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2024-11-07 09:16:21 -05:00 |
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Zed A. Shaw
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0e79288afc
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More notes on the next things to do.
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2024-11-07 02:06:22 -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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0a268591c2
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Started working on the loot system which will eventually become the inventory/improved collision system.
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2024-11-07 00:29:06 -05:00 |
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Zed A. Shaw
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67cacd5dcd
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Can actually save the game now.
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2024-11-06 22:24:23 -05:00 |
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Zed A. Shaw
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d113dba42f
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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.
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2024-11-05 02:38:36 -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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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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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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