Zed A. Shaw
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194cc6664b
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Lighting is working way better and now for world generation work.
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2024-12-28 12:04:21 -05:00 |
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Zed A. Shaw
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f46b5f15ef
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Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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2024-12-26 04:39:07 -05:00 |
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Zed A. Shaw
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9ac8da30ea
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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.
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2024-12-25 06:03:11 -05:00 |
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Zed A. Shaw
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8a94108874
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Entities now look like they stand on the tiles.
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2024-12-25 01:29:03 -05:00 |
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Zed A. Shaw
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35f2defc11
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Better lighting and a circle algorithm that works more reliably.
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2024-12-25 00:27:45 -05:00 |
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Zed A. Shaw
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89e31279be
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Now have color and display char coming from assets/tiles.json but lighting still needs work.
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2024-12-24 02:56:17 -05:00 |
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Zed A. Shaw
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7fe6ad174d
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Now have a configurable displayable tilemap to do better tiles.
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2024-12-24 01:36:25 -05:00 |
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Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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2024-12-20 16:53:03 -05:00 |
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Zed A. Shaw
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93f53d1714
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Tests are failing but catch2 is too stupid to actually tell me where so here you go. Now if you hit L it'll turn the lights up to max and if you hit P it will show the pathing.
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2024-12-19 20:04:10 -05:00 |
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Zed A. Shaw
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1295e9631d
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A slightly working flood iterator and a working compass iterator.
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2024-12-17 17:32:27 -05:00 |
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Zed A. Shaw
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043c0d91df
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Now using the box iterator everywhere I can before writing a flood iterator.
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2024-12-16 01:17:11 -05:00 |
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Zed A. Shaw
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da0b941dfd
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A first exploration of doing a matrix iterator.
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2024-12-13 16:23:55 -05:00 |
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Zed A. Shaw
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ee1e2e5bc5
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Started working on a random flood function for paths to do things like fill rooms with stuff.
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2024-12-12 11:38:38 -05:00 |
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Zed A. Shaw
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0edd948101
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A barely working tool to find font characters and pick their color.
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2024-12-07 13:42:30 -05:00 |
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Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2024-12-04 21:43:59 -05:00 |
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Zed A. Shaw
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0b4392dbcc
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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.
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2024-12-03 19:17:20 -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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e86d474c7c
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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.
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2024-11-30 10:43:25 -05:00 |
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Zed A. Shaw
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988edf13d7
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Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast.
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2024-11-28 04:27:14 -05:00 |
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Zed A. Shaw
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54fa1a23ce
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Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted.
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2024-11-28 02:41:01 -05:00 |
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Zed A. Shaw
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0e8a2e520a
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Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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2024-11-27 04:02:57 -05:00 |
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Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2024-11-26 05:03:49 -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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62f986719d
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Quick hack to test finding a better light. If you find the gold you get a better light.
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2024-11-25 02:38:24 -05:00 |
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Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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2024-11-25 02:32:16 -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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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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0a268591c2
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Started working on the loot system which will eventually become the inventory/improved collision system.
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2024-11-07 00:29:06 -05:00 |
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Zed A. Shaw
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67cacd5dcd
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Can actually save the game now.
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2024-11-06 22:24:23 -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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713d400d17
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Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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2024-11-04 05:07:49 -05:00 |
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Zed A. Shaw
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e864e14eab
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Rendering with color is working now but still has problems with enabling/resetting the default colors.
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2024-11-02 06:02:13 -04:00 |
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Zed A. Shaw
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ae484bf425
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ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
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2024-11-01 18:07:47 -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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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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ea6cf1362b
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Create a test for the ECS before we add more functionality.
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2024-10-29 16:04:40 -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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62562faad3
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Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player.
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2024-10-26 19:47:40 -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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6f2fba4f7f
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Make a few comments to keep this straight.
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2024-10-21 23:26:54 -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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8b61a4fad8
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Forgot to set targets for pathing.
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2024-10-17 23:50:07 -04:00 |
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Zed A. Shaw
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3dae65fe82
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Merge in the refactor from earlier.
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2024-10-17 21:49:57 -04:00 |
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