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roguish
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29 Commits (113811bc843788c269d1d8c7c3026742ef58ffbd)
Author
SHA1
Message
Date
Zed A. Shaw
011fee4872
A little bit nicer but ultimately the way the system talks to the GUI needs a redesign to be more 'coarse grain'
2 weeks ago
Zed A. Shaw
c1d43694b0
Couldn't debug the map size crash so just did this small change until I can.
2 weeks ago
Zed A. Shaw
99d56b246c
Looks like this is _possibly_ working but the last step of actually loading a save needs to be figured out.
2 weeks ago
Zed A. Shaw
713d400d17
Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
3 weeks ago
Zed A. Shaw
e864e14eab
Rendering with color is working now but still has problems with enabling/resetting the default colors.
3 weeks ago
Zed A. Shaw
a36b187879
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
3 weeks ago
Zed A. Shaw
ae484bf425
ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
3 weeks ago
Zed A. Shaw
9102bdc8ad
Created a combat system to start with and also added a 'HEARING' mechanic where enemies can hear you from a certain distance before moving to you.
4 weeks ago
Zed A. Shaw
5a123ae74c
Refactor some code to have better naming and move Point and related point things into their own .hpp.
4 weeks ago
Zed A. Shaw
743f906bc7
Implemented a simple collision hash table.
4 weeks ago
Zed A. Shaw
9f1e9717a0
Super jank prototype of my idea but I am rendering multiple characters per cell to give the effect of a more complex character. Now to make this a data setup so it's easy to make characters. Also, probably have little add ons to show things like weapons equiped, etc.
1 month ago
Zed A. Shaw
da64e526c4
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
1 month ago
Zed A. Shaw
33327154ad
DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
1 month ago
Zed A. Shaw
86c98c43c2
Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
1 month ago
Zed A. Shaw
5cf66aad02
Conver to using \ for member variables in classes. In structs just use the name.
2 months ago
Zed A. Shaw
10e5f53292
Mostly pulled out all of the ftxui rendering into cleaner areas.
2 months ago
Zed A. Shaw
a7f6357e12
Refactor the entity out.
2 months ago
Zed A. Shaw
dd6d29ed7d
A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.
2 months ago
Zed A. Shaw
2e8abbaf5e
Our hero can walk around the world and won't go through walls.
2 months ago
Zed A. Shaw
bcc524861e
Map generation is working well, and some cleanup.
2 months ago
Zed A. Shaw
3a43324fa2
Random map gen is mostly working, now to clean it up.
2 months ago
Zed A. Shaw
a82944f55a
Jank thoughts on using the dijk map to walk from door to door for tunnels.
2 months ago
Zed A. Shaw
b100950877
Move the random gen to a global for now.
2 months ago
Zed A. Shaw
a37a40d45f
Slightly better parition and map_drawing.
2 months ago
Zed A. Shaw
44f11d5ddd
Refactor into the class for more work.
2 months ago
Zed A. Shaw
6cb3366912
I can make a map with one room 'randomly' generated and calculate paths.
2 months ago
Zed A. Shaw
8b67a25732
Cleaned up the map for more work.
2 months ago
Zed A. Shaw
ebb5360c5c
Fixed the bug that made walls not receive the algorithm.
2 months ago
Zed A. Shaw
4d748d1f48
Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm.
2 months ago