Age | Commit message (Collapse) | Author | Files | Lines |
|
When gormlaks see the character, they step towards them and attack
dealing 1 damage when adjacent. Characters have hitpoints now, displayed
at the bottom of the game screen, and when the game is over they die.
|
|
- 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
|
|
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.
|
|
Put a bunch of gormlaks randomly on the level, and implement combat via
damaging those gormlaks by one point.
|
|
Every step the character takes, describe the entities at that position
excluding the character.
|
|
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.
|
|
Add the beginnings of a generic prompt system, with exclusive support
atm for string prompts, and test it out by asking the character for
their name at startup
|
|
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.
|
|
Scroll the viewport so that the character is never less than 5 away from
the edge of the screen.
This was super easy, thanks Brick!
|
|
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.
|
|
Add support for converting generated levels to walls, and merge one into
the entity map at the beginning of the game.
There's nothing here that guarantees the character ends up *inside* the
level though (they almost always don't) so that'll have to be slotted
into the level generation process.
|
|
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)
|
|
Add raw types with support for both creatures and items, loaded
statically from a "raws" folder just like in the Rust version.
|
|
Add support for entities via a port of the EntityMap type, and implement
command support starting at basic hjkl.
|