Zed A. Shaw
|
e864e14eab
|
Rendering with color is working now but still has problems with enabling/resetting the default colors.
|
2024-11-02 06:02:13 -04:00 |
|
Zed A. Shaw
|
a36b187879
|
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
|
2024-11-02 03:53:33 -04:00 |
|
Zed A. Shaw
|
ae484bf425
|
ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
|
2024-11-01 18:07:47 -04:00 |
|
Zed A. Shaw
|
9102bdc8ad
|
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.
|
2024-10-27 18:44:54 -04:00 |
|
Zed A. Shaw
|
5a123ae74c
|
Refactor some code to have better naming and move Point and related point things into their own .hpp.
|
2024-10-26 18:26:42 -04:00 |
|
Zed A. Shaw
|
743f906bc7
|
Implemented a simple collision hash table.
|
2024-10-25 22:31:09 -04:00 |
|
Zed A. Shaw
|
9f1e9717a0
|
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.
|
2024-10-18 21:59:06 -04:00 |
|
Zed A. Shaw
|
da64e526c4
|
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
|
2024-10-17 21:43:19 -04:00 |
|
Zed A. Shaw
|
33327154ad
|
DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
|
2024-10-16 15:01:53 -04:00 |
|
Zed A. Shaw
|
86c98c43c2
|
Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
|
2024-10-13 14:01:18 -04:00 |
|
Zed A. Shaw
|
5cf66aad02
|
Conver to using \ for member variables in classes. In structs just use the name.
|
2024-10-03 17:05:23 -04:00 |
|
Zed A. Shaw
|
10e5f53292
|
Mostly pulled out all of the ftxui rendering into cleaner areas.
|
2024-10-02 18:55:17 -04:00 |
|
Zed A. Shaw
|
a7f6357e12
|
Refactor the entity out.
|
2024-10-02 17:29:49 -04:00 |
|
Zed A. Shaw
|
dd6d29ed7d
|
A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
|
2024-09-30 00:49:55 -04:00 |
|
Zed A. Shaw
|
2e8abbaf5e
|
Our hero can walk around the world and won't go through walls.
|
2024-09-30 00:04:58 -04:00 |
|
Zed A. Shaw
|
bcc524861e
|
Map generation is working well, and some cleanup.
|
2024-09-29 23:07:28 -04:00 |
|
Zed A. Shaw
|
3a43324fa2
|
Random map gen is mostly working, now to clean it up.
|
2024-09-29 22:36:13 -04:00 |
|
Zed A. Shaw
|
a82944f55a
|
Jank thoughts on using the dijk map to walk from door to door for tunnels.
|
2024-09-28 18:15:00 -04:00 |
|
Zed A. Shaw
|
b100950877
|
Move the random gen to a global for now.
|
2024-09-28 16:52:38 -04:00 |
|
Zed A. Shaw
|
a37a40d45f
|
Slightly better parition and map_drawing.
|
2024-09-28 16:48:47 -04:00 |
|
Zed A. Shaw
|
44f11d5ddd
|
Refactor into the class for more work.
|
2024-09-28 16:22:10 -04:00 |
|
Zed A. Shaw
|
6cb3366912
|
I can make a map with one room 'randomly' generated and calculate paths.
|
2024-09-27 00:10:41 -04:00 |
|
Zed A. Shaw
|
8b67a25732
|
Cleaned up the map for more work.
|
2024-09-26 23:14:42 -04:00 |
|
Zed A. Shaw
|
ebb5360c5c
|
Fixed the bug that made walls not receive the algorithm.
|
2024-09-26 16:55:42 -04:00 |
|
Zed A. Shaw
|
4d748d1f48
|
Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm.
|
2024-09-26 01:22:25 -04:00 |
|