Zed A. Shaw
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fc61ef42ac
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Figured out the easiest way to set a panel to be centered, but a lot of these config things need to be unified and cleaned up.
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2025-01-16 23:07:18 -05:00 |
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Zed A. Shaw
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269af02993
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There's now a GUI that shows up when you interact with stairs down.
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2025-01-16 15:33:24 -05:00 |
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Zed A. Shaw
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e63a8dd920
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Using an event for the device interaction is better. If I get to where there's tons of devices then I'll rethink it but right now this is less convoluted.
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2025-01-16 15:15:02 -05:00 |
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Zed A. Shaw
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8defc0bedf
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Initial idea for the interactive devices thing but I kind of hate it. Going to try another idea that will be simpler.
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2025-01-16 14:33:07 -05:00 |
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Zed A. Shaw
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e30c18fbdf
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Fixed up the idea for having dynamic callbacks on devices. Might become the new way to do stuff but not sure.
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2025-01-15 23:43:25 -05:00 |
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Zed A. Shaw
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d2162910f6
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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.
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2025-01-14 16:21:41 -05:00 |
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Zed A. Shaw
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7acbd0379f
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There's now a config to control the random world gen a bit.
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2025-01-14 15:16:24 -05:00 |
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Zed A. Shaw
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b16405cfdc
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Better random entity placement and config of entities is now more generic.
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2025-01-13 16:23:33 -05:00 |
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Zed A. Shaw
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641a405a06
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Need a disclaimer on bugs.
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2025-01-12 22:31:04 -05:00 |
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Zed A. Shaw
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86501f00f5
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More burn.
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2025-01-12 22:28:09 -05:00 |
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Zed A. Shaw
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27a603f0e1
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Yes, feel the burn.
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2025-01-12 22:14:04 -05:00 |
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Zed A. Shaw
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73b85e8057
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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?
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2025-01-12 20:01:54 -05:00 |
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Zed A. Shaw
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ffdea41faa
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Randomized rectangle placement without repetition works now. On to having multiple levels in the dungeon.
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2025-01-12 15:59:16 -05:00 |
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Zed A. Shaw
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cb976a69a9
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Map gen now works again and the enemy density is toned down.
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2025-01-12 15:20:19 -05:00 |
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Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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2025-01-12 14:57:54 -05:00 |
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Zed A. Shaw
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c19c53b15b
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Meson update and gdb fix.
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2025-01-11 15:07:53 -05:00 |
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Zed A. Shaw
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2b53363635
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Fix up a few operator things in amit's code.
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2025-01-11 15:07:25 -05:00 |
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Zed A. Shaw
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079734941c
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Amit's 1d->2d matrix that I can base a rewrite of mine on.
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2025-01-11 14:47:05 -05:00 |
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Zed A. Shaw
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80ef052e15
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Fixed a problem in the world builder after a refactor then made it do less random paths.
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2025-01-10 21:36:14 -05:00 |
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Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2025-01-10 15:22:37 -05:00 |
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Zed A. Shaw
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f3f875ee80
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Initial changes to clean up the code.
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2025-01-10 11:12:14 -05:00 |
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Zed A. Shaw
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8d3ccd935d
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Bringing in Amit's matrix for study and comparison.
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2025-01-10 10:59:23 -05:00 |
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Zed A. Shaw
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ee304c30e3
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Made a curative component really quick.
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2025-01-09 14:38:07 -05:00 |
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Zed A. Shaw
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d6916b675e
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Enemies can be tagged as moving randomly, but it's very subtle.
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2025-01-09 14:25:34 -05:00 |
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Zed A. Shaw
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222b39c403
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Fixed up building enemies and items using componentsin the JSON.
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2025-01-09 14:01:40 -05:00 |
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Zed A. Shaw
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9ce4fbd552
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Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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2025-01-08 16:09:22 -05:00 |
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Zed A. Shaw
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1f7214fcd4
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GUI now handles modals better and there's now a death screen that makes you exit. More to come.
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2025-01-07 15:04:28 -05:00 |
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Zed A. Shaw
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6cabd62c7f
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There's a simple death screen now and you can exit. More work on what death means later.
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2025-01-07 14:07:10 -05:00 |
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Zed A. Shaw
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f2864a62ee
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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.
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2025-01-06 15:20:54 -05:00 |
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Zed A. Shaw
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31e5eb7fce
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Picking up gold doesn't add it to your inventory.
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2025-01-06 12:52:46 -05:00 |
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Zed A. Shaw
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8e4add25a9
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A little more cleanup and then removing any completed bug notes.
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2025-01-05 15:20:20 -05:00 |
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Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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2025-01-05 15:07:30 -05:00 |
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Zed A. Shaw
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14b3ea7676
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Inventory system is mostly working and I can pick up everything and use it.
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2025-01-04 13:32:26 -05:00 |
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Zed A. Shaw
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aaa6d9f9f3
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Can display items picked up but man is this some garbage code. I need to rethink how inventory is stored so that it'll work with the Menu.
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2025-01-03 21:09:42 -05:00 |
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Zed A. Shaw
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135d9a128b
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Basic inventory system working and can pick up items but needs to be reflected in the UI next.
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2025-01-03 13:41:57 -05:00 |
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Zed A. Shaw
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d7353a02df
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Initial layout of an item inventory UI.
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2025-01-01 19:21:30 -05:00 |
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Zed A. Shaw
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3d461bce6d
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Very simple items system to get into the inventory work.
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2025-01-01 13:21:01 -05:00 |
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Zed A. Shaw
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1962b0c24e
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Started prototyping a viewport iterator but couldn't get it right so I'll test drive it next.
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2025-01-01 10:09:18 -05:00 |
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Zed A. Shaw
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4cb41a61db
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Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing.
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2024-12-31 08:13:20 -05:00 |
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Zed A. Shaw
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5adeb4e078
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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.
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2024-12-31 06:18:25 -05:00 |
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Zed A. Shaw
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380e18b91a
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All of the GUI panels are now their own classes and pulled out of the main GUI so I can devise how they're managed.
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2024-12-31 05:53:27 -05:00 |
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Zed A. Shaw
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941be008f8
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Very jank but now I can set different panels as active and test for mouse events in them to enable mouse. This needs a big cleanup and probably some FSM love.
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2024-12-30 20:20:17 -05:00 |
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Zed A. Shaw
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f0829bb9ea
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Starting a bit of refactoring to sort out how to handle the various UIs.
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2024-12-30 16:33:56 -05:00 |
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Zed A. Shaw
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d8400d0a76
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Tinkering with a way to do modal UIs for things like inventory etc.
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2024-12-30 09:41:16 -05:00 |
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Zed A. Shaw
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db441000f8
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Added in an initial test to blur the current screen for any pause actions, before doing a modal or new UI.
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2024-12-29 06:53:08 -05:00 |
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Zed A. Shaw
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28d19d80a2
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Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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2024-12-29 04:53:59 -05:00 |
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Zed A. Shaw
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59bbae0af0
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Added a couple of test enemies to the game for the next stream.
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2024-12-28 14:12:05 -05:00 |
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Zed A. Shaw
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8d661b785b
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World builder does a better job of placing entities in rooms and not walls.
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2024-12-28 13:32:18 -05:00 |
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Zed A. Shaw
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03c5546cdf
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World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
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2024-12-28 13:25:23 -05:00 |
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Zed A. Shaw
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6b4bc6cc11
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fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
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2024-12-28 12:37:19 -05:00 |
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