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Tiled based biome generation for structures and other non-random biomes #41
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Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
…lding navigation Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
Signed-off-by: Sam Biggins <[email protected]>
smileynet
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Tiled based biome generation for structures and other non-random biomes #40
Tiled based biome generation for structures and other non-random biomes
Jul 8, 2023
Kudos, SonarCloud Quality Gate passed! 0 Bugs No Coverage information |
smileynet
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Jul 23, 2023
* chore: remove header comments from main * fix: fix title screen mushroom cloud * refactor: move files to correct subfolders Signed-off-by: Sam Biggins <[email protected]> * feat: help screen (#29) * feat: add help screen Signed-off-by: Sam Biggins <[email protected]> * feat: add help screen tip Signed-off-by: Sam Biggins <[email protected]> * refactor: move time feature files to correct subfolders Signed-off-by: Sam Biggins <[email protected]> * fix: slow and pause time events Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * refactor: focus system clean-up (#30) * feat: add hammer item/asset * fix(focus): correctly handle player moving out of range of focus objects Signed-off-by: Sam Biggins <[email protected]> * refactor: make hammer pickupable, modify world position Signed-off-by: Sam Biggins <[email protected]> * refactor(focus): refactor focusSystem to focusManager class Signed-off-by: Sam Biggins <[email protected]> * fix(focus): correctly center focus arrow Signed-off-by: Sam Biggins <[email protected]> * feat(controls): add simple onClick function for initial mouse handling Signed-off-by: Sam Biggins <[email protected]> * chore: remove extraneous logging Signed-off-by: Sam Biggins <[email protected]> * refactor: move all focus functionality to entity feature Signed-off-by: Sam Biggins <[email protected]> * refactor(focus): calculate distance based on nearest edges Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * feat(crafting): implement recipes (#31) * feat: implement simple crafting Signed-off-by: Sam Biggins <[email protected]> * feat(crafting): add recipes, rock item and assets Signed-off-by: Sam Biggins <[email protected]> * fix: add missing eslint plugin Signed-off-by: Sam Biggins <[email protected]> * refactor(crafting): remove code smells Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * Create code-quality.yaml Signed-off-by: Sam Biggins <[email protected]> * Create dependabot.yml Signed-off-by: Sam Biggins <[email protected]> * chore: remove header comments from main * fix: fix title screen mushroom cloud * refactor: move files to correct subfolders Signed-off-by: Sam Biggins <[email protected]> * feat: help screen (#29) * feat: add help screen Signed-off-by: Sam Biggins <[email protected]> * feat: add help screen tip Signed-off-by: Sam Biggins <[email protected]> * refactor: move time feature files to correct subfolders Signed-off-by: Sam Biggins <[email protected]> * fix: slow and pause time events Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * refactor: focus system clean-up (#30) * feat: add hammer item/asset * fix(focus): correctly handle player moving out of range of focus objects Signed-off-by: Sam Biggins <[email protected]> * refactor: make hammer pickupable, modify world position Signed-off-by: Sam Biggins <[email protected]> * refactor(focus): refactor focusSystem to focusManager class Signed-off-by: Sam Biggins <[email protected]> * fix(focus): correctly center focus arrow Signed-off-by: Sam Biggins <[email protected]> * feat(controls): add simple onClick function for initial mouse handling Signed-off-by: Sam Biggins <[email protected]> * chore: remove extraneous logging Signed-off-by: Sam Biggins <[email protected]> * refactor: move all focus functionality to entity feature Signed-off-by: Sam Biggins <[email protected]> * refactor(focus): calculate distance based on nearest edges Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * feat(crafting): implement recipes (#31) * feat: implement simple crafting Signed-off-by: Sam Biggins <[email protected]> * feat(crafting): add recipes, rock item and assets Signed-off-by: Sam Biggins <[email protected]> * fix: add missing eslint plugin Signed-off-by: Sam Biggins <[email protected]> * refactor(crafting): remove code smells Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * feat(entity): implement crafting ui, make windows draggable (#32) * feat(crafting): implement crafting ui Signed-off-by: Sam Biggins <[email protected]> * feat(crafting): make crafting scene (window) draggable Signed-off-by: Sam Biggins <[email protected]> * fix(crafting): fix duplicate call to craft function * refactor(crafting): rename to craftingScene, break code in to additional methods for clarity * feat(crafting): implement crafting ui Signed-off-by: Sam Biggins <[email protected]> * feat(crafting): make crafting scene (window) draggable Signed-off-by: Sam Biggins <[email protected]> * fix(crafting): fix duplicate call to craft function * refactor(crafting): rename to craftingScene, break code in to additional methods for clarity * refactor(entity): create common draggable class, inherit subscenes from it Signed-off-by: Sam Biggins <[email protected]> * refactor(entity): simplify all subscenes to be uniform Signed-off-by: Sam Biggins <[email protected]> * refactor(entity): add location contants for subscenes, colorize recipe text based craftability Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * refactor(assets): remove tiled * refactor: streamline handler, manager, and factory behavior (#34) * refactor(entity): refactor factories to be more homogenous for scalability * refactor(entity): migrate canPickUp functionality to config lookup * refactor(entity): migrate lootDrop functionality to entityHandler * refactor(entity): create unified entity manager, break-out UI handler * refactor(entity): create dataHandler for item and object config lookups to use flyweight pattern * refactor(collision): move focus exempt and collision modifier to config * feat(entity): implement switch focus functionality (#35) * chore: set logging to verbose for high volume outputs Signed-off-by: Sam Biggins <[email protected]> * feat(entity): implement switch focus functionality Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * feat(biome): biome and overworld generation (#37) * docs: add additional project inspirations to prompt file * feat(biome): initial biome implementation * feat(biome): implement collision detection to avoid object overlap * feat(biome): use weights for generating items and objects * feat(biome): implement overmap generation * feat(entity): set scene camera to follow player, migrate console logging to logger * feat(biome): add logging Signed-off-by: Sam Biggins <[email protected]> * fix(entity): avoid spawning player on object Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * feat: tiled support (#39) * feat: add jpg support to asset loader Signed-off-by: Sam Biggins <[email protected]> * refactor: move assets to named folder for future re-skinning feature * feat(assets): add sample tileset Signed-off-by: Sam Biggins <[email protected]> * feat(assets): support tilemaps, resource replacement, tiles as sprites Signed-off-by: Sam Biggins <[email protected]> * feat(assets): support 2-tile wide sprites Signed-off-by: Sam Biggins <[email protected]> * refactor(assets): break bootScene loader down in to simpler functions Signed-off-by: Sam Biggins <[email protected]> * feat(assets): support n by n sized tiles for sprites Signed-off-by: Sam Biggins <[email protected]> * fix(assets): support single tile texture replacement Signed-off-by: Sam Biggins <[email protected]> * feat(assets): handle multiple tilesets Signed-off-by: Sam Biggins <[email protected]> * refactor(assets): create types for assets and tilesets Signed-off-by: Sam Biggins <[email protected]> * refactor(assets): create tileProcessor and assetLoader classes to simplify bootScene Signed-off-by: Sam Biggins <[email protected]> * refactor(assets): use logger instead of console for logging Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * Tiled based biome generation for structures and other non-random biomes (#41) * feat(biome): add example prefab biome Signed-off-by: Sam Biggins <[email protected]> * refactor(biome): move files to named subfolder Signed-off-by: Sam Biggins <[email protected]> * feat(biome): implement tiled based biome: shelter Signed-off-by: Sam Biggins <[email protected]> * fix(assets): fix layer wrapping Signed-off-by: Sam Biggins <[email protected]> * fix(assets): accommodate for Tiled count from 1 numbering Signed-off-by: Sam Biggins <[email protected]> * refactor(biome): increase map size Signed-off-by: Sam Biggins <[email protected]> * refactor(assets): update player sprite, convert logging to logger Signed-off-by: Sam Biggins <[email protected]> * refactor(biome): shelter and player spawn in the middle of the map Signed-off-by: Sam Biggins <[email protected]> * refactor(biome): resolve ambiguity between tileId and terrainType Signed-off-by: Sam Biggins <[email protected]> * refactor(time): update phrasing for clarity of meaning Signed-off-by: Sam Biggins <[email protected]> * refactor(entity): modify player size and collision box for better building navigation Signed-off-by: Sam Biggins <[email protected]> * feat(biome): populate objects from tiled objects layer Signed-off-by: Sam Biggins <[email protected]> * feat(entity): narrow creature collision width Signed-off-by: Sam Biggins <[email protected]> * refactor(time): display time factor (number) instead of state name Signed-off-by: Sam Biggins <[email protected]> --------- close #40 Signed-off-by: Sam Biggins <[email protected]> * tile_state (#48) * refactor(movement): separate motion and position in to distinct components Signed-off-by: Sam Biggins <[email protected]> * feat(action): implement toggle openable action Signed-off-by: Sam Biggins <[email protected]> * feat(entity): implement state based textures (i.e. door open, closed, broken) Signed-off-by: Sam Biggins <[email protected]> * fix(entity): restore missing remove entity functions Signed-off-by: Sam Biggins <[email protected]> * feat(movement): add handling for collision modifier of openable objects based on state Signed-off-by: Sam Biggins <[email protected]> * refactor(action): update craft system to use dataHandler Signed-off-by: Sam Biggins <[email protected]> * feat(action): update craft system to allow item groups in addition to specific items Signed-off-by: Sam Biggins <[email protected]> * feat(entity): add object orientation component, bench_vertical is no longer a separate object Signed-off-by: Sam Biggins <[email protected]> * chore: remove extraneous logging Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]> * fix: code scanner bug fixes Signed-off-by: Sam Biggins <[email protected]> * fix: resolve code smells Signed-off-by: Sam Biggins <[email protected]> --------- Signed-off-by: Sam Biggins <[email protected]>
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Basic implementation of #40 with example shelter biome.