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2022-12-23Update key, door color pairingsHEADmasterSteph Enders
It was hard to use the black and white, so moving to a literal RGB"Y" color combination (since treasure is Yellow, I used a more orange / tan)
2022-12-17Fix door logic, off by 1 errorSteph Enders
We were popping the door from the vector and then referencing it by it's index which meant we'd always reference the WRONG door
2022-12-17Support doors with keysSteph Enders
Add initial support for doors and keys via pre-defined mappings: k || d ------ 1 -> a 2 -> b 3 -> c 4 -> d Any key can open any door of its mapping, but is spent once used. May require additional testing
2022-12-16Update enemies list to prevent movement collisionSteph Enders
2022-12-15Make some levels a bit more playableSteph Enders
2022-12-15Fix best effort to work properlySteph Enders
Before it didn't do what I assumed it was doing. Still has bug where it can't figure out to move around an impasse (see lvl4)
2022-12-15Disable enemy movement through enemies or treasureSteph Enders
2022-12-10Move enemies that have no pathSteph Enders
If there is no path to the player, the enemy will move in best effort
2022-12-10Trap lua errors and fail on errorSteph Enders
This likely could be updated to not be fatal errors and just log the errors to stderr.
2022-12-10Update thirdparty for Boost and add MacOS notesSteph Enders
2022-11-25No Exe Patch AppliedSteph Enders
2022-06-27Reinit boost submodule to use boostorg/boostSteph Enders
Boost comprises many submodules that use relative URLs. This will not work unless I were to fork the entire org which is not worth the time/effort when I can checkout the tag and commit that so its pinned to boost-1.79.0
2022-06-27Update MacOS to compile w/ BoostSteph Enders
MacOS seems to rely on an older/different C++ stdlib than Windows or Linux. So replacing those with Boost equivalents. Mostly contained to the Resources thankfully!
2022-06-26Alias filesystem library to allow for xp usageSteph Enders
MacOS 10.14 still uses experimental/filesystem which is what we're currently targetting. If I can get my hands on a 10.15+ we can test that out
2022-06-26adding macos support in progressdanenders
2022-06-24v0.2.0 - Level select via the command lineStephen Enders
2022-06-24Fix compilation for WindowsStephen Enders
I left a few changes undone in the Windows API. This should be cross platform now
2022-06-24Select level via command line (linux tested)Steph Enders
2022-06-24Remove unnecessary typedefSteph Enders
Idk why I thought that was necessary to avoid: "struct Name" in every place? maybe its a C thing? IDR
2022-06-21Set version to v0.1.1 for releaseStephen Enders
2022-06-21static compile windows dependenciesStephen Enders
2022-06-21Add windows supportStephen Enders
Create res.h for handling resource loading Update CMakeLists.txt to ensure compilation is passed properly Fix unsupported functions (<limits>) on Windows Use to_str(path) to get path as c_str() returns wchar_t* on windows
2022-06-21v0.1.0 - Initial CommitSteph Enders
Create dng - a maze/puzzle game enging using Lua and SFML --- Initial setup commit This setups up the project for messing around with C++ and Lua bindings. So far this project just prints the defined dng map and lets you move the character around. What this fails to do is actually provide any reason to use Lua at the moment. So I need to figure out some way of enabling logic on the processing side of things. Fixup warning from IntelliJ Added onUpdate logic to move the enemies etc Created some algorithm logic for enemy movement Allowed for default overrides Made shortest path alg more efficent In the previous commit this algo waited until the "success" step came up in the queue. Now we have the check during the push - and if an hits we return true from the push_moves fn. Since we're only interested in the initial move (since we check moves every frame) we can only return true and then use the current step as the origin position to diff against the start to get the dx,dy Add scene controls and win/loss scenarios Setup ability to check collisions and transition game scene Remove SFML for now Create level 2 Fixup - Can now have levels without a proc.lua Checked existence of wrong file for loading defaults Add readme and ignore build files Setup so it can build on debian Reformat bill merge Make installable You can now do: `sudo make install` and have it publish and distribute the dng lua files to the share dir Bump version to 0.3.1 Opps forgot to unignore dng folder Force local version if in current dir This should allow development to ALWAYS prefer the local version of the lib - so if you have an installed version it won't override local changes Set version to 0.3.2 Bump version to 0.3.3 Update to use SFML (for gameplay) Intro/Win/Loss not supported yet Remove install logic for now + make mov overrides Allow for restart on win/loss Add scroll viewport and max window sizes Display win/loss (need restart view fix) Fix recenter view on restart v0.4.0 - SFML Dynamic text rescale This isn't the best since we rescale it every frame we render it on, we should render all the text once and remember it. If we want to support "resizing" we can do that in its own logic loop MessageBox + Filesystem lookups for files Created MessageBox which is a helper class to allow for printing any dialog in a scalable way. Added path overrides for lua files as well as the ability to seek the filesystem for specific paths for the fonts and such. Set version to 0.4.2 Creating submodules? Added SFML as third party lib Use git submodules for dependencies Set license to zlib/png Add thirdparty licenses and include in package Set version to 0.1.0