Commit Graph

43 Commits (master)

Author SHA1 Message Date
Alex Bethel 2dc915d210 Build dispatcher in `systems.rs` 2022-03-27 17:05:23 -06:00
Alex Bethel 763f4b7396 Set up discovery system 2022-03-27 16:56:23 -06:00
Alex Bethel 98cea211fc Nuke hallway tile type 2022-03-24 21:28:23 -06:00
Alex Bethel 257f43f02a Better error handling 2022-03-03 12:08:08 -07:00
Alex Bethel 677c101505 Fix color constants
No idea how I replaced yellow with brown, but somehow I messed that
up. Whatever, I wrote that code a month and a half ago lol
2022-03-03 11:58:04 -07:00
Alex Bethel c6868a7a01 We've got color (finally)! 2022-03-03 11:21:32 -07:00
Alex Bethel daafe3b023 Add visibility simulation 2022-01-15 20:15:30 -06:00
Alex Bethel 9a2b24e006 Make text cursor follow player 2022-01-15 17:53:51 -06:00
Alex Bethel dd584d2d19 Avoid use of `thread_rng` outside of main 2022-01-15 14:57:24 -06:00
Alex Bethel aa7361df6b Work on restructuring world generator API
We need to be able to spawn entities from the generator function, both
as level props and as enemies; the previous API makes this impossible,
so I'm working on restructuring it. Not too happy with it yet, still
needs more work.
2022-01-15 14:49:15 -06:00
Alex Bethel 652db1241b Remove extra import 2022-01-15 14:20:33 -06:00
Alex Bethel a5f1cca981 Floor tile methods 2022-01-12 11:53:39 -06:00
Alex Bethel 6b6a6720ce Rename game.rs -> level.rs 2022-01-10 19:33:45 -06:00
Alex Bethel fee36f158b Tear out dungeon branch infrastructure
It's all unused at the moment, and I'll probably re-build it entirely
differently later.
2022-01-10 19:32:43 -06:00
Alex Bethel 97a78c8bb1 Formatting 2022-01-10 19:31:53 -06:00
Alex Bethel 0ec5fbbe8c Up stairs & down stairs 2022-01-06 16:57:20 -06:00
Alex Bethel 411b8091f9 Render room corners as `+` 2022-01-06 14:32:08 -06:00
Alex Bethel 72ed107d17 Disallow player phasing through walls 2022-01-06 14:04:55 -06:00
Alex Bethel 96525e24bf Represent positions with i32 rather than usize
Even though we can now represent the three empty negative quadrants,
it'll make the math simpler to implement so I figure there's no reason
not to do it.
2022-01-06 13:54:21 -06:00
Alex Bethel eeeeffba53 Movement code 2022-01-06 13:07:53 -06:00
Alex Bethel 42dc9a8625 Begin work on player control 2022-01-02 14:30:43 -06:00
Alex Bethel 54b9f2778c Appease Clippy 2022-01-02 13:17:17 -06:00
Alex Bethel 50024fa8fa Add ECS stuff 2022-01-02 12:56:42 -06:00
Alex Bethel b5ddf09bb9 Use A* rather than Dijkstra
The level generation algorithm now runs somewhere around 100x faster.
2022-01-01 18:19:55 -06:00
Alex Bethel 00efc1dda4 License project under GPLv3 2022-01-01 15:09:00 -06:00
Alex Bethel 955a1cd4b2 Add map generator margin 2022-01-01 15:04:43 -06:00
Alex Bethel aa0b600ec8 Move consts to top of file 2022-01-01 15:02:10 -06:00
Alex Bethel b62df4c79d Formatting 2022-01-01 14:57:37 -06:00
Alex Bethel 209c56ec50 Less biased hallway generation 2022-01-01 14:53:37 -06:00
Alex Bethel e720189f3e Stop rooms from generating too close to each other 2021-12-28 21:27:17 -06:00
Alex Bethel f25c8f7308 Wall rendering 2021-12-28 20:54:01 -06:00
Alex Bethel 57968fb59c Add paths between rooms 2021-12-28 20:12:45 -06:00
Alex Bethel e8030b9e07 gen_room_bounds -> associated function 2021-12-19 11:52:16 -06:00
Alex Bethel 515fa65e61 Room generation strategy description 2021-12-19 11:50:16 -06:00
Alex Bethel ec4b06c721 Prevent rooms from generating right next to each other 2021-12-19 11:40:26 -06:00
Alex Bethel 626093e694 Small cleanups 2021-12-19 11:33:39 -06:00
Alex Bethel 1c22a1be05 Whoops, that was backwards 2021-12-19 11:33:07 -06:00
Alex Bethel 4eded9446b Room generation
I'm too tired to write good code today, but this sorta works I guess
2021-12-18 21:03:00 -06:00
Alex Bethel 176a0f52c5 Extremely basic level drawing 2021-12-18 13:06:00 -06:00
Alex Bethel efac8fadf0 Doc comments 2021-12-18 12:29:07 -06:00
Alex Bethel 681185cf8f Basic data structures 2021-12-18 12:22:46 -06:00
Alex Bethel 960ca03ed1 Pancurses dependency 2021-12-18 12:06:50 -06:00
Alex Bethel 17e61edfd9 Initial commit 2021-12-18 11:58:33 -06:00