A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/tests
Zed A. Shaw aa72cfe4a4 Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction. 17 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. 4 months ago
amt_matrix.cpp Brought in some of amit's code to study and try out. amt/ has it. 6 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. 6 months ago
animation.cpp Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision. 3 months 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. 5 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. 2 months ago
components.cpp First round of cleanup. dnd_loot. 3 weeks ago
config.cpp First round of cleanup. dnd_loot. 3 weeks ago
config_test.json First round of cleanup. dnd_loot. 3 weeks ago
cyclic_rituals.json Prep for the next cleaning quality cycle. 4 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?). 4 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. 3 weeks ago
easings.cpp Final little fixes for testing. 4 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. 1 month ago
fsm.cpp Working on a better character view. 2 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. 2 weeks 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 Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction. 17 hours ago
matrix.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
mazes.cpp Now when you loot an item the loot UI works. 1 month ago
palette.cpp Can now set a color to another already existing color. 2 days ago
pathing.cpp Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 4 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. 3 weeks ago
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 5 months ago
shaders.cpp The reload mechanism for shaders is a bit better, but still to make them unique. 3 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 Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right. 5 months ago
stats.cpp Now have a simple stats test. 4 months ago
textures.cpp Add the frame width/height to SpriteTexture. Closes #13 3 weeks ago