This website works better with JavaScript.
Explore
Help
Sign In
learn-code-the-hard-way
/
curseyou-python-rogue
Watch
1
Star
0
Fork
You've already forked curseyou-python-rogue
0
Code
Issues
Pull Requests
Packages
Projects
Releases
Wiki
Activity
30
Commits
1
Branch
0
Tags
662 KiB
Tag:
Branch:
Tree:
44aa27f9d5
master
Branches
Tags
${ item.name }
Create tag
${ searchTerm }
Create branch
${ searchTerm }
from '44aa27f9d5'
${ noResults }
Commit Graph
30 Commits (44aa27f9d58a326376271d3ea3609ce9c6d1a19e)
All Branches
Search
Author
SHA1
Message
Date
Zed A. Shaw
44aa27f9d5
The numpy version is now the only version.
5 days ago
Zed A. Shaw
03c1126ef0
Phase 12 the enemies now chase you when you are within hearing distance using Dijksta pathing.
6 days ago
Zed A. Shaw
116242dde9
Phase 11 implements Dijkstra's algorithm for pathing and shows the pathing with a display grid.
6 days ago
Zed A. Shaw
5161e84bb0
Phase 10 adds the ability to spawn multiple enemies.
6 days ago
Zed A. Shaw
524ceb77b8
Phase 09 adds combat damage on enemies and death to the collision.
6 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.
6 days ago
Zed A. Shaw
d9936620a3
Phase 07 is where you learn how to spawn enemies into random locations in the map.
7 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.
7 days ago
Zed A. Shaw
5ce034a4bb
Phase 05 is just more refactoring to add a 'GameEngine'.
1 week ago
Zed A. Shaw
bb39d525ab
Phase 04 is mostly just more refactoring not any numpy stuff.
1 week ago
Zed A. Shaw
e6c70a00a3
Phase 03 is now using numpy.
1 week ago
Zed A. Shaw
8baf8e9068
Converted phase_02.py to numpy and fixed some of the errors.
1 week ago
Zed A. Shaw
d964034ab6
Starting to convert the examples to use numpy instead.
1 week 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 week 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 week ago
Zed A. Shaw
4cb40abed0
Phase 10 adds multiple enemies.
1 week ago
Zed A. Shaw
acdb8b9f34
Phase 09 we have rudimentary combat on stationary enemies.
1 week ago
Zed A. Shaw
a2fbbc8b9f
Phase 08 now has collision on the enemy, or any actors in the scene.
1 week 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 week 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