A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/tests
Zed A. Shaw 9bf6926dc3 A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck. 20 hours ago
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ai.cpp This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm. 4 months ago
ai_fixture.json A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 5 months ago
amt_matrix.cpp Brought in some of amit's code to study and try out. amt/ has it. 7 months ago
amt_test.cpp Brought in Amit's latest code and converted it to use either dumb lighting or his new torch lighting, then threw in the FPS counter from last night. 7 months ago
animation.cpp Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2 weeks ago
ansi_parser.cpp Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. 6 months ago
base.cpp First build that actually works. SDL_main errors before but didn't figure out the cause. 7 months ago
battle.cpp Working on a better character view. 3 months ago
components.cpp First round of cleanup. dnd_loot. 1 month ago
config.cpp First round of cleanup. dnd_loot. 1 month ago
config_test.json First round of cleanup. dnd_loot. 1 month ago
cyclic_rituals.json Prep for the next cleaning quality cycle. 5 months ago
dbc.cpp Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?). 5 months ago
dijkstra.json Brought over a bunch of code from the roguelike and now will use it to generate a random map. 6 months ago
dinkyecs.cpp Now have a 'destroy' method that removes everything related to an entity. Closes #18. 1 month ago
easings.cpp Final little fixes for testing. 5 months ago
event_router.cpp Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop. 2 months ago
fsm.cpp Working on a better character view. 3 months ago
inventory.cpp There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54. 1 month ago
levelmanager.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 6 months ago
lighting.cpp This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 2 months ago
loot.cpp Initial loot UI works to load an item by its world entity ID. 2 months ago
map.cpp Add in the tests from finding the bug in spatial map. 5 days ago
matrix.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2 months ago
mazes.cpp Now when you loot an item the loot UI works. 2 months ago
palette.cpp Can now set a color to another already existing color. 3 weeks ago
pathing.cpp Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 5 months ago
rituals.cpp Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. 1 month ago
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 6 months ago
shaders.cpp The reload mechanism for shaders is a bit better, but still to make them unique. 4 months ago
sound.cpp Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 5 months ago
spatialmap.cpp A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck. 20 hours ago
stats.cpp Now have a simple stats test. 5 months ago
textures.cpp Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2 weeks ago