Commit graph

281 commits

Author SHA1 Message Date
Zed A. Shaw
1404144af8 Ignore more irrelevant things. 2024-10-02 17:01:30 -04:00
Zed A. Shaw
8aa982e5ea Make the changes for the new assets layout. 2024-10-02 16:59:30 -04:00
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
69fa7d9e4e Make doors randomly on the rooms. 2024-09-30 23:51:05 -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
04b16c75ad Undo the dijk test. 2024-09-28 16:10:31 -04:00
Zed A. Shaw
68d6b9e90c If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms. 2024-09-28 04:25:09 -04:00
Zed A. Shaw
997a3ab45b Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms. 2024-09-28 04:07:32 -04:00
Zed A. Shaw
f48f9d9bc5 If you just pick the wider of the dimensions then you get a more even spread vs random direction. 2024-09-28 04:06:30 -04:00
Zed A. Shaw
5f09747109 If you just pick the wider of the dimensions then you get a more even spread vs random direction. 2024-09-28 04:01:29 -04:00
Zed A. Shaw
e1ebea7451 Working mostly correct now, just need to tweak how it works more and work on connections. 2024-09-28 03:58:26 -04:00
Zed A. Shaw
61d2747441 It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first. 2024-09-28 03:09:19 -04:00
Zed A. Shaw
56cc38006b NOTWORKING: Committing this so I can show the changes I made on the next stream. 2024-09-28 02:44:36 -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
4f863c2635 Dijkstra thing is working on a sample map. 2024-09-26 17:56:40 -04:00
Zed A. Shaw
c6d298023a Need the test file.json 2024-09-26 16:56:01 -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
Zed A. Shaw
d7b1cf0bf9 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. 2024-09-25 19:55:30 -04:00
Zed A. Shaw
6afb13a50b A better starter for the project. 2024-09-24 18:33:13 -04:00
Zed A. Shaw
ad143dca05 Initial commit that has most of what I need. 2024-09-24 18:28:01 -04:00
Zed A. Shaw
933f47a440 Initial commit 2024-09-25 00:10:33 +02:00