Age | Commit message (Collapse) | Author | Files | Lines |
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Wrap hitpoints in a newtype, and recover character hitpoints over time
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Rather than blindly taking one entity from the list when we have
multiple entities on the same tile, add a `drawPriority` method to the
Draw typeclass which allows individual entities to request to be drawn
on top - this avoids the "noodles floating over your head" bug we saw
before.
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Gormlaks now move 1/8th the speed of the character, which means we can
run away from them - yay!
Unfortunately this also introduces a bug where they'll eventually get
stuck and not do anything, so I'll be tackling that next.
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- Don't let gormlaks run into things like walls or each other
- Add a small element of randomness to gormlaks' motion
- Increase gormlaks' vision by a large amount
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Add a Brain class, which determines for an entity the set of moves it
makes every step of the game, and begin to implement that for gormlaks.
The idea here is that every step of the game, a gormlak will move
towards the furthest-away wall it can see.
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Put a bunch of gormlaks randomly on the level, and implement combat via
damaging those gormlaks by one point.
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Every step the character takes, describe the entities at that position
excluding the character.
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Add a Door entity and an Open command, which necessitated supporting the
direction prompt. Currently nothing actually puts doors on the map,
which puts a slight damper on actually testing this out.
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Add a new "Item" entity, which pulls from the previously-existent
ItemType raw, and add a "PickUp" command which takes the (currently
*only*) item off the ground and puts it into the inventory.
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As the character walks around the map, progressively reveal the entities
on the map to them, using an algorithm based on well known
circle-rasterizing and line-rasterizing algorithms to calculate lines of
sight that are potentially obscured by walls.
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Implement a concrete "Creature" entity, and place one on the screen at
the game startup for testing.
This revealed a bug with drawing when getting the maximum entity
position, but that appears to be fixed now (yay)
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