Commit graph

20 commits

Author SHA1 Message Date
Griffin Smith
87fedcb6c9 Add draw priority
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.
2019-10-16 12:10:59 -04:00
Griffin Smith
4882350f5d Don't walk gormlaks into walls
Because of the way lines are drawn, a specific configuration of
positioning for gormlaks would have them decide they desperately wanted
to walk *inside* a wall, which they would then both fail to do but also
always collide with whenever they tried to go anywhere else.
2019-10-15 22:54:31 -04:00
Griffin Smith
8a4220df83 Implement speed and ticks
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.
2019-10-13 12:37:08 -04:00
Griffin Smith
f1197be186 Allow specifying seed on startup
Allow specifying the seed for the game's global RNG on startup, and
print the seed when the game exits. This'll allow us to more reliably
reproduce bugs - yay!
2019-10-12 12:59:42 -04:00
Griffin Smith
de8052cef8 Allow eating edible items
Add menu support to the prompt system, and an "Eat" command that prompts
for an item to eat and eats the item the character specifies, restoring
an amount of hitpoints configurable via the item raw type.
2019-10-06 12:50:29 -04:00
Griffin Smith
5c6ba40019 Display multiple messages per turn
When tracking message history, save messages associated with the turn
they were displayed on, which allows us to have the notion of the
"current turn's" messages (provided via a MonoComonad instance).
2019-10-05 16:25:27 -04:00
Griffin Smith
05da490185 Gormlaks attack back
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.
2019-09-29 10:54:52 -04:00
Griffin Smith
ec39dc0a5b Tweak gormlak movement slightly
- 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
2019-09-28 15:03:36 -04:00
Griffin Smith
abea2dcfac Add debug command to reveal the game
Add a (debug) command to reveal all tiles on the game regardless of the
character's vision, which'll make it easier to debug creature's behavior
while they're not visible.
2019-09-28 15:03:36 -04:00
Griffin Smith
1a0f618a82 Implement the start of creature AI
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.
2019-09-28 15:03:36 -04:00
Griffin Smith
4db3a68efe Add doors and an open command
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.
2019-09-20 19:38:46 -04:00
Griffin Smith
7770ed0548 Add the beginnings of a prompt system
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
2019-09-20 12:03:30 -04:00
Griffin Smith
62a2e05ef2 Add items and inventory
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.
2019-09-19 13:56:14 -04:00
Griffin Smith
58fce2ec19 Progressively reveal the map to the player
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.
2019-09-15 17:30:57 -04:00
Griffin Smith
9ebdc6fbb4 Convert generated levels to 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.
2019-09-09 20:54:33 -04:00
Griffin Smith
73a52e531d Put a test gormlak on the screen
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)
2019-09-02 14:45:36 -04:00
Griffin Smith
18551cdf30 Add a previous message command
Add a "previous message" command, triggered via ctrl+p.

I attempted here to get the message area to still take up a row of space
post-hiding the message, but failed - should revisit that at some point
2019-09-02 10:52:03 -04:00
Griffin Smith
adb3b74c0c Link up messages to the overall game
Add a "say" function for saying messages within an app monad to the
user, and link everything up to display them and track their history
2019-09-02 10:52:01 -04:00
Griffin Smith
4ef19aa35a Add entities, and allow walking around
Add support for entities via a port of the EntityMap type, and implement
command support starting at basic hjkl.
2019-08-31 13:18:51 -04:00
Griffin Smith
d3f3890dc5 An @-sign in a box, in haskell
Initial commit of a Haskell version of Xanthous, written using Brick and
built with Nix.

This is so much nicer and so much easier
2019-08-25 13:28:10 -04:00