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