Commit graph

17 commits

Author SHA1 Message Date
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
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
8e470df554 A bit of late night work designing the little iterators. 2024-12-14 11:00:52 -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
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
10c152a1c2 A bit of cleanup and refinement before refactoring. 2024-12-01 08:08:06 -05:00
Zed A. Shaw
e86d474c7c 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. 2024-11-30 10:43:25 -05:00
Zed A. Shaw
d0d62836e3 Now have good coverage on map but need to actually confirm results in the test. 2024-11-29 11:24:23 -05:00
Zed A. Shaw
feda66defd Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. 2024-10-02 16:56:06 -04:00
Zed A. Shaw
62195e6eea A dirty first cut at a single random horiz/vert split for the BSP algorithm. 2024-09-27 18:42:32 -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