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Tiled based biome generation for structures and other non-random biomes #41

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merged 14 commits into from
Jul 8, 2023

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@smileynet smileynet commented Jul 8, 2023

Basic implementation of #40 with example shelter biome.

@smileynet smileynet changed the title 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
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sonarcloud bot commented Jul 8, 2023

Kudos, SonarCloud Quality Gate passed!    Quality Gate passed

Bug A 0 Bugs
Vulnerability A 0 Vulnerabilities
Security Hotspot A 0 Security Hotspots
Code Smell A 1 Code Smell

No Coverage information No Coverage information
0.0% 0.0% Duplication

@smileynet smileynet merged commit ea2f3b9 into milestone-9 Jul 8, 2023
@smileynet smileynet deleted the prefab_biomes branch July 8, 2023 19:13
smileynet added a commit that referenced this pull request 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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