Zed A. Shaw
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bdfd61c8e7
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GUI had old code when I was toying with doing lighting with a png.
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2024-12-02 08:15:27 -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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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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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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19b8bf1850
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Totally a pile of garbage with a bunch of debug prints because I'm going to have to rewrite the renderer resizing to allow for any size image, not just the map. But this does display an image using averaged squares.
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2024-11-21 02:49:58 -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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958c8545a7
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It's actually better to just use FTXUI's Modal system than to invent my own.
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2024-11-17 22:28:29 -05:00 |
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Zed A. Shaw
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88d362d6a5
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A little clean up while I think about how to do this....
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2024-11-17 18:36:38 -05:00 |
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Zed A. Shaw
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d36c42038d
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Simple mouse clicks working but probably wrong coordinates.
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2024-11-17 16:00:57 -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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96ee16e598
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Figured out that I don't need a special screen, just send events to the component directly with OnEvent. However, you have to component->Add() or call Render(component, []) with it or else it's not considered a child.
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2024-11-14 12:37:31 -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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7d3605f58b
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A bit of cleanup and testing of the panel, then some optimization to avoid re-rendering and multiple wchar converts.
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2024-11-12 08:06:09 -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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baaf56d4de
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Can do better rendering of individual components and 'panels' but it's not too clean right now.
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2024-11-11 10:12:36 -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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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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43fb60ebaa
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Removed the ambient sound until I can redesign it.
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2024-11-08 13:24:31 -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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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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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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da63f006c2
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Config and save system almost there.
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2024-11-05 21:33:28 -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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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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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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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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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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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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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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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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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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