31 Commits (11df4c1a4f3396442cba0d328a9c84439b88c15c)
 

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. 1 month ago
Zed A. Shaw 44aa27f9d5 The numpy version is now the only version. 1 month ago
Zed A. Shaw 03c1126ef0 Phase 12 the enemies now chase you when you are within hearing distance using Dijksta pathing. 1 month ago
Zed A. Shaw 116242dde9 Phase 11 implements Dijkstra's algorithm for pathing and shows the pathing with a display grid. 1 month ago
Zed A. Shaw 5161e84bb0 Phase 10 adds the ability to spawn multiple enemies. 1 month ago
Zed A. Shaw 524ceb77b8 Phase 09 adds combat damage on enemies and death to the collision. 1 month ago
Zed A. Shaw c59dac632e Phase 08 refactors things so that we can process any number of actors and more importantly gives actors collision. 1 month ago
Zed A. Shaw d9936620a3 Phase 07 is where you learn how to spawn enemies into random locations in the map. 1 month 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. 1 month ago
Zed A. Shaw 5ce034a4bb Phase 05 is just more refactoring to add a 'GameEngine'. 1 month ago
Zed A. Shaw bb39d525ab Phase 04 is mostly just more refactoring not any numpy stuff. 1 month ago
Zed A. Shaw e6c70a00a3 Phase 03 is now using numpy. 1 month ago
Zed A. Shaw 8baf8e9068 Converted phase_02.py to numpy and fixed some of the errors. 1 month ago
Zed A. Shaw d964034ab6 Starting to convert the examples to use numpy instead. 1 month 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. 1 month 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. 1 month ago
Zed A. Shaw 4cb40abed0 Phase 10 adds multiple enemies. 1 month ago
Zed A. Shaw acdb8b9f34 Phase 09 we have rudimentary combat on stationary enemies. 1 month ago
Zed A. Shaw a2fbbc8b9f Phase 08 now has collision on the enemy, or any actors in the scene. 1 month 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. 1 month ago
Zed A. Shaw 117748ae5d Starting phase 07 and renamed everything to be numbers. 1 month 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 month ago
Zed A. Shaw 8a6d231565 Now the maze has rooms, and was pretty easy to add. 1 month ago
Zed A. Shaw 04ed77494e Sixth version now makes a maze, but no rooms. 1 month ago
Zed A. Shaw e21ee55b9c Starting the next phase where they learn about hunt and kill mazes. 1 month ago
Zed A. Shaw 291393ed73 Last refactor to OOP style. 1 month ago
Zed A. Shaw 113e50708a Had to fix how the subwindow was made and now player is refactored into a class. 1 month ago
Zed A. Shaw 041df27644 Phase three is to creat a Map class. 1 month ago
Zed A. Shaw fce95dc61d First refactor is to create a UI class. 1 month ago
Zed A. Shaw 97e54300a4 Git can die in a hot blazing fire. 1 month ago
Zed A. Shaw 213ba81d31 Initial commit 1 month ago