A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/gui
Zed A. Shaw a0eff927b6 Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
..
boss_fight_ui.cpp Simple Loot UI started. 2 months ago
boss_fight_ui.hpp Simple Loot UI started. 2 months ago
combat_ui.cpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 1 month ago
combat_ui.hpp Simple Loot UI started. 2 months ago
debug_ui.cpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 2 months ago
debug_ui.hpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 2 months ago
dnd_loot.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
dnd_loot.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 1 month ago
event_router.hpp Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though. 1 month ago
fsm.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
fsm.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
fsm_events.hpp Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though. 1 month ago
guecstra.cpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 1 month ago
guecstra.hpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 1 month ago
loot_ui.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
loot_ui.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
main_ui.cpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 1 month ago
main_ui.hpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 1 month ago
map_view.cpp Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 2 months ago
map_view.hpp Refactored out the tilemap since it was mostly doing nothing useful. 2 months ago
mini_map.cpp Move the map_view and mini_map into gui as well. 2 months ago
mini_map.hpp Refactored out the tilemap since it was mostly doing nothing useful. 2 months ago
overlay_ui.cpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 1 month ago
overlay_ui.hpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 1 month ago
ritual_ui.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
ritual_ui.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
status_ui.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago
status_ui.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 4 weeks ago