Zed A. Shaw
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c96265959f
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Phase 13 is done and lets the player die.
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3 days ago |
Zed A. Shaw
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ba73ff762f
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I hated how I was doing Phase 13 so I'm just deleting it and will do one that doesn't use ECS.
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3 days ago |
Zed A. Shaw
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7fa0403a28
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Pulling the pathing code out into a separate module is better.
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3 days ago |
Zed A. Shaw
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7133078a1f
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Phase 13: Inching into an ECSversion of the game by refactoring everything relevant to GameEngine into System.
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3 days ago |
Zed A. Shaw
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a4dec0e952
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Still a few spots in the pathing code that didn't use numpyt.
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3 days ago |
Zed A. Shaw
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11df4c1a4f
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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.
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3 days ago |
Zed A. Shaw
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44aa27f9d5
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The numpy version is now the only version.
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3 days ago |
Zed A. Shaw
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03c1126ef0
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Phase 12 the enemies now chase you when you are within hearing distance using Dijksta pathing.
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4 days ago |
Zed A. Shaw
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116242dde9
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Phase 11 implements Dijkstra's algorithm for pathing and shows the pathing with a display grid.
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4 days ago |
Zed A. Shaw
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5161e84bb0
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Phase 10 adds the ability to spawn multiple enemies.
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4 days ago |
Zed A. Shaw
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524ceb77b8
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Phase 09 adds combat damage on enemies and death to the collision.
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4 days ago |
Zed A. Shaw
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c59dac632e
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Phase 08 refactors things so that we can process any number of actors and more importantly gives actors collision.
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4 days ago |
Zed A. Shaw
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d9936620a3
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Phase 07 is where you learn how to spawn enemies into random locations in the map.
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5 days ago |
Zed A. Shaw
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f112bed603
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Phase 06 is where you learn how to use the hunt and kill maze generation algorithm and how adding rooms works.
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5 days ago |
Zed A. Shaw
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5ce034a4bb
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Phase 05 is just more refactoring to add a 'GameEngine'.
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5 days ago |
Zed A. Shaw
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bb39d525ab
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Phase 04 is mostly just more refactoring not any numpy stuff.
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5 days ago |
Zed A. Shaw
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e6c70a00a3
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Phase 03 is now using numpy.
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5 days ago |
Zed A. Shaw
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8baf8e9068
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Converted phase_02.py to numpy and fixed some of the errors.
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5 days ago |
Zed A. Shaw
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d964034ab6
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Starting to convert the examples to use numpy instead.
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6 days ago |
Zed A. Shaw
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410ea999bf
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We're killing Pythons here, and then we want to change all of these to use numpy as a way to learn numpy too.
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6 days ago |
Zed A. Shaw
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51d828b5dd
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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.
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6 days ago |
Zed A. Shaw
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4cb40abed0
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Phase 10 adds multiple enemies.
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6 days ago |
Zed A. Shaw
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acdb8b9f34
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Phase 09 we have rudimentary combat on stationary enemies.
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6 days ago |
Zed A. Shaw
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a2fbbc8b9f
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Phase 08 now has collision on the enemy, or any actors in the scene.
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6 days ago |
Zed A. Shaw
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83eac4747f
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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.
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6 days ago |
Zed A. Shaw
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117748ae5d
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Starting phase 07 and renamed everything to be numbers.
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1 week ago |
Zed A. Shaw
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42df3961fc
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Just remove complete since it's actually not needed. We can stop the maze once find_coord doesn't find anything new.
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1 week ago |
Zed A. Shaw
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8a6d231565
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Now the maze has rooms, and was pretty easy to add.
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1 week ago |
Zed A. Shaw
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04ed77494e
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Sixth version now makes a maze, but no rooms.
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1 week ago |
Zed A. Shaw
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e21ee55b9c
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Starting the next phase where they learn about hunt and kill mazes.
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1 week ago |
Zed A. Shaw
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291393ed73
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Last refactor to OOP style.
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1 week ago |
Zed A. Shaw
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113e50708a
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Had to fix how the subwindow was made and now player is refactored into a class.
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1 week ago |
Zed A. Shaw
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041df27644
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Phase three is to creat a Map class.
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1 week ago |
Zed A. Shaw
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fce95dc61d
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First refactor is to create a UI class.
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1 week ago |
Zed A. Shaw
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97e54300a4
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Git can die in a hot blazing fire.
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1 week ago |
Zed A. Shaw
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213ba81d31
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Initial commit
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1 week ago |