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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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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fb1fd9d8bc
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A bit of some clean up, API unifying, and some performance tweaks.
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2024-11-22 23:12:18 -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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c8fa68815b
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A bit more cleanup of render but kind of stuck on what to do further.
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2024-11-18 13:29:22 -05:00 |
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Zed A. Shaw
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7cb03594a3
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Renderer now knows how to render panels as grid/text based on how the panel is configured.
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2024-11-18 12:51:57 -05:00 |
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Zed A. Shaw
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f79e7638c0
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Panel now holds data on how it should be rendered and render just uses that instead of calculating it.
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2024-11-18 12:07:44 -05:00 |
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Zed A. Shaw
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1a3bbaedda
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Use the MID value for borders.
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2024-11-18 11:34:49 -05:00 |
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Zed A. Shaw
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64855f3c90
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The gui can now pop open a modal based on clicking a button but I need to manage focus next.
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2024-11-17 13:23:18 -05:00 |
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Zed A. Shaw
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89a70f398a
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Rewrote the ansi parser to exactly callback on color setting, so now just need to clean this all up and fix a few little bugs.
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2024-11-16 12:10:14 -05:00 |
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Zed A. Shaw
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e3cff8142c
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Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events.
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2024-11-13 12:48:42 -05:00 |
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Zed A. Shaw
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6e848004c4
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Panel is working and now I can work on the gui interactions parts.
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2024-11-11 13:03:31 -05:00 |
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Zed A. Shaw
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9bc9c9007f
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Now have a nice panel to hold all the UI panels we'll use later.
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2024-11-11 12:23:40 -05:00 |
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Zed A. Shaw
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7b5c84b5f7
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Cleaned up the gui display some more for future GUI elements.
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2024-11-10 12:53:29 -05:00 |
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Zed A. Shaw
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824a384ffd
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Font sizes and map view now work with arbitrary map sizes.
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2024-11-09 10:56:22 -05:00 |
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Zed A. Shaw
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113811bc84
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Got some new sounds and camera shake came back but has a bug.
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2024-11-08 13:18:43 -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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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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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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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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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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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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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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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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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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a3eaf78fd3
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Brought in FLECS to play with, tomorrow we learn it.
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2024-10-05 18:15:14 -04:00 |
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Zed A. Shaw
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b8a0d9bbd1
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Now able to render the map at a different size from the rest of the UI and also only shake the map.
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2024-10-05 17:24:07 -04:00 |
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Zed A. Shaw
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77945be4d7
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Record some bugs.
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2024-10-04 18:32:04 -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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6f952bfd28
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Fixed the screen sizing issue. It was just using the terminal size and not the window graphic size.
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2024-10-04 16:57:11 -04:00 |
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Zed A. Shaw
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feda66defd
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Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
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2024-10-02 16:56:06 -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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d7b1cf0bf9
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Got a really terrible map in the middle of a two panel UI. Next step is to get the dijkstra algorithm working and make a real map with it.
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2024-09-25 19:55:30 -04:00 |
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