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curseyou-python-rogue
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31 Commits (11df4c1a4f3396442cba0d328a9c84439b88c15c)
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Author
SHA1
Message
Date
Zed A. Shaw
11df4c1a4f
Fixed up everything to use numpy arrays only. Could still do some more refinement but I'll stop there and make the phase 13 part with ECS.
3 days ago
Zed A. Shaw
44aa27f9d5
The numpy version is now the only version.
3 days ago
Zed A. Shaw
03c1126ef0
Phase 12 the enemies now chase you when you are within hearing distance using Dijksta pathing.
4 days ago
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.
6 days ago
Zed A. Shaw
a2fbbc8b9f
Phase 08 now has collision on the enemy, or any actors in the scene.
6 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.
6 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