28 Commits (116242dde9ee1e3a0a17248eb6631f82851ca769)
 

Author SHA1 Message Date
Zed A. Shaw 116242dde9 Phase 11 implements Dijkstra's algorithm for pathing and shows the pathing with a display grid. 4 days ago
Zed A. Shaw 5161e84bb0 Phase 10 adds the ability to spawn multiple enemies. 4 days ago
Zed A. Shaw 524ceb77b8 Phase 09 adds combat damage on enemies and death to the collision. 4 days ago
Zed A. Shaw c59dac632e Phase 08 refactors things so that we can process any number of actors and more importantly gives actors collision. 4 days ago
Zed A. Shaw d9936620a3 Phase 07 is where you learn how to spawn enemies into random locations in the map. 5 days ago
Zed A. Shaw f112bed603 Phase 06 is where you learn how to use the hunt and kill maze generation algorithm and how adding rooms works. 5 days ago
Zed A. Shaw 5ce034a4bb Phase 05 is just more refactoring to add a 'GameEngine'. 5 days ago
Zed A. Shaw bb39d525ab Phase 04 is mostly just more refactoring not any numpy stuff. 5 days ago
Zed A. Shaw e6c70a00a3 Phase 03 is now using numpy. 5 days ago
Zed A. Shaw 8baf8e9068 Converted phase_02.py to numpy and fixed some of the errors. 5 days ago
Zed A. Shaw d964034ab6 Starting to convert the examples to use numpy instead. 6 days ago
Zed A. Shaw 410ea999bf We're killing Pythons here, and then we want to change all of these to use numpy as a way to learn numpy too. 6 days ago
Zed A. Shaw 51d828b5dd Phase 12 now has enemies pathing to you when you get withing a hearing distance. Only thing missing now is enemies damaging you and then some kind of 'you win' and new map or 'you died' thing. 6 days ago
Zed A. Shaw 4cb40abed0 Phase 10 adds multiple enemies. 6 days ago
Zed A. Shaw acdb8b9f34 Phase 09 we have rudimentary combat on stationary enemies. 7 days ago
Zed A. Shaw a2fbbc8b9f Phase 08 now has collision on the enemy, or any actors in the scene. 7 days ago
Zed A. Shaw 83eac4747f Bring in the ECS I wrote for later and phase_07.py now has a change the window display. If I have a border then the self.map coordinates don't fit the screen coordinates. Removing it makes them match which is easier. Also going to a smaller display makes it easier to work with and less intimidating. 7 days ago
Zed A. Shaw 117748ae5d Starting phase 07 and renamed everything to be numbers. 1 week ago
Zed A. Shaw 42df3961fc Just remove complete since it's actually not needed. We can stop the maze once find_coord doesn't find anything new. 1 week ago
Zed A. Shaw 8a6d231565 Now the maze has rooms, and was pretty easy to add. 1 week ago
Zed A. Shaw 04ed77494e Sixth version now makes a maze, but no rooms. 1 week ago
Zed A. Shaw e21ee55b9c Starting the next phase where they learn about hunt and kill mazes. 1 week ago
Zed A. Shaw 291393ed73 Last refactor to OOP style. 1 week ago
Zed A. Shaw 113e50708a Had to fix how the subwindow was made and now player is refactored into a class. 1 week ago
Zed A. Shaw 041df27644 Phase three is to creat a Map class. 1 week ago
Zed A. Shaw fce95dc61d First refactor is to create a UI class. 1 week ago
Zed A. Shaw 97e54300a4 Git can die in a hot blazing fire. 1 week ago
Zed A. Shaw 213ba81d31 Initial commit 1 week ago