Zed A. Shaw
|
c14efee9ea
|
First step in refactoring to allow for multiple levels. Next is to clean up the APIs and sort out how things will be notified that they have to switch levels.
|
2025-01-24 06:22:43 -05:00 |
|
Zed A. Shaw
|
18a5f6bfa9
|
Setup for the LevelManager to take charge of all level operations.
|
2025-01-20 15:12:31 -05:00 |
|
Zed A. Shaw
|
193f5f915e
|
Start the level manager for tomorrow.
|
2025-01-18 21:05:19 -05:00 |
|
Zed A. Shaw
|
d2162910f6
|
Implemented configurable randomization in the world builder, and then got the beginning of devices to work for the next part of going down a level through stairs.
|
2025-01-14 16:21:41 -05:00 |
|
Zed A. Shaw
|
73b85e8057
|
Finally have a name for my little matrix shape iterator library. I present to you, the SHITErators. Are they THE shit? Shit? Or just Shite?
|
2025-01-12 20:01:54 -05:00 |
|
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
|
2b53363635
|
Fix up a few operator things in amit's code.
|
2025-01-11 15:07:25 -05:00 |
|
Zed A. Shaw
|
079734941c
|
Amit's 1d->2d matrix that I can base a rewrite of mine on.
|
2025-01-11 14:47:05 -05:00 |
|
Zed A. Shaw
|
128fc4f540
|
Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
|
2025-01-10 15:22:37 -05:00 |
|
Zed A. Shaw
|
f3f875ee80
|
Initial changes to clean up the code.
|
2025-01-10 11:12:14 -05:00 |
|
Zed A. Shaw
|
222b39c403
|
Fixed up building enemies and items using componentsin the JSON.
|
2025-01-09 14:01:40 -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
|
f35b74f335
|
Results of today's code review session.
|
2025-01-05 15:07:30 -05:00 |
|
Zed A. Shaw
|
14b3ea7676
|
Inventory system is mostly working and I can pick up everything and use it.
|
2025-01-04 13:32:26 -05:00 |
|
Zed A. Shaw
|
135d9a128b
|
Basic inventory system working and can pick up items but needs to be reflected in the UI next.
|
2025-01-03 13:41:57 -05:00 |
|
Zed A. Shaw
|
3d461bce6d
|
Very simple items system to get into the inventory work.
|
2025-01-01 13:21:01 -05:00 |
|
Zed A. Shaw
|
4cb41a61db
|
Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing.
|
2024-12-31 08:13:20 -05:00 |
|
Zed A. Shaw
|
5adeb4e078
|
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.
|
2024-12-31 06:18:25 -05:00 |
|
Zed A. Shaw
|
03c5546cdf
|
World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
|
2024-12-28 13:25:23 -05:00 |
|
Zed A. Shaw
|
6b4bc6cc11
|
fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
|
2024-12-28 12:37:19 -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
|
9ac8da30ea
|
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.
|
2024-12-25 06:03:11 -05:00 |
|
Zed A. Shaw
|
857cd2f910
|
Circle iterator now compensates for the matrix size and won't overflow.
|
2024-12-25 01:15:33 -05:00 |
|
Zed A. Shaw
|
35f2defc11
|
Better lighting and a circle algorithm that works more reliably.
|
2024-12-25 00:27:45 -05:00 |
|
Zed A. Shaw
|
7fe6ad174d
|
Now have a configurable displayable tilemap to do better tiles.
|
2024-12-24 01:36:25 -05:00 |
|
Zed A. Shaw
|
b66a3154c7
|
Basic tile map implemented.
|
2024-12-20 19:39:11 -05:00 |
|
Zed A. Shaw
|
290affa49a
|
Upgraded to the latest winlibs/gcc 14.
|
2024-12-20 16:53:03 -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
|
d916d1c383
|
A very jank circle algorithm that overdraws many of the lines but mostly works.
|
2024-12-19 19:02:27 -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
|
1295e9631d
|
A slightly working flood iterator and a working compass iterator.
|
2024-12-17 17:32:27 -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
|
8e470df554
|
A bit of late night work designing the little iterators.
|
2024-12-14 11:00:52 -05:00 |
|
Zed A. Shaw
|
da0b941dfd
|
A first exploration of doing a matrix iterator.
|
2024-12-13 16:23:55 -05:00 |
|
Zed A. Shaw
|
ee1e2e5bc5
|
Started working on a random flood function for paths to do things like fill rooms with stuff.
|
2024-12-12 11:38:38 -05:00 |
|
Zed A. Shaw
|
6b3ce5eb3d
|
Fixed a bunch of random little bugs everywhere.
|
2024-12-05 10:38:25 -05:00 |
|
Zed A. Shaw
|
56b26e1c4a
|
Matrix now just does the dumping but I need to make this more formal I think.
|
2024-12-05 09:17:30 -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
|
9abb39a3bf
|
Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
|
2024-12-04 21:43:59 -05:00 |
|
Zed A. Shaw
|
ae43dad499
|
Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits.
|
2024-12-04 08:19:04 -05:00 |
|
Zed A. Shaw
|
0b4392dbcc
|
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.
|
2024-12-03 19:17:20 -05:00 |
|
Zed A. Shaw
|
c7607533ce
|
A bit of a quick test for the GUI system, but not sure how to make this do more.
|
2024-12-02 17:02:59 -05:00 |
|
Zed A. Shaw
|
48df9248b2
|
Testing is almost complete, but now I'm in the area where it's a lot of interaction and probably need mocks or a way to inject keys to the gui.
|
2024-12-02 10:57:02 -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
|
68d8bdce12
|
Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
|
2024-12-02 06:32:00 -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 |
|
Zed A. Shaw
|
e05335b153
|
Initial stab at pulling the pathing out.
|
2024-12-01 09:49:48 -05:00 |
|
Zed A. Shaw
|
10c152a1c2
|
A bit of cleanup and refinement before refactoring.
|
2024-12-01 08:08:06 -05:00 |
|