This website works better with JavaScript.
Explore
Help
Sign In
learn-code-the-hard-way
/
roguish
Watch
1
Star
0
Fork
You've already forked roguish
0
Code
Issues
Pull Requests
Packages
Projects
Releases
Wiki
Activity
178
Commits
1
Branch
0
Tags
4.4 MiB
Tag:
Branch:
Tree:
2d5490131d
main
Branches
Tags
${ item.name }
Create tag
${ searchTerm }
Create branch
${ searchTerm }
from '2d5490131d'
${ noResults }
Commit Graph
178 Commits (2d5490131d0bfd3db883496b6c1a60f980b17125)
All Branches
Search
Author
SHA1
Message
Date
Zed A. Shaw
69fa7d9e4e
Make doors randomly on the rooms.
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
04b16c75ad
Undo the dijk test.
2 months ago
Zed A. Shaw
68d6b9e90c
If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
3 months ago
Zed A. Shaw
997a3ab45b
Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
3 months ago
Zed A. Shaw
f48f9d9bc5
If you just pick the wider of the dimensions then you get a more even spread vs random direction.
3 months ago
Zed A. Shaw
5f09747109
If you just pick the wider of the dimensions then you get a more even spread vs random direction.
3 months ago
Zed A. Shaw
e1ebea7451
Working mostly correct now, just need to tweak how it works more and work on connections.
3 months ago
Zed A. Shaw
61d2747441
It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first.
3 months ago
Zed A. Shaw
56cc38006b
NOTWORKING: Committing this so I can show the changes I made on the next stream.
3 months ago
Zed A. Shaw
62195e6eea
A dirty first cut at a single random horiz/vert split for the BSP algorithm.
3 months ago
Zed A. Shaw
6cb3366912
I can make a map with one room 'randomly' generated and calculate paths.
3 months ago
Zed A. Shaw
8b67a25732
Cleaned up the map for more work.
3 months ago
Zed A. Shaw
4f863c2635
Dijkstra thing is working on a sample map.
3 months ago
Zed A. Shaw
c6d298023a
Need the test file.json
3 months ago
Zed A. Shaw
ebb5360c5c
Fixed the bug that made walls not receive the algorithm.
3 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.
3 months ago
Zed A. Shaw
d7b1cf0bf9
Got a really terrible map in the middle of a two panel UI. Next step is to get the dijkstra algorithm working and make a real map with it.
3 months ago
Zed A. Shaw
6afb13a50b
A better starter for the project.
3 months ago
Zed A. Shaw
ad143dca05
Initial commit that has most of what I need.
3 months ago
Zed A. Shaw
933f47a440
Initial commit
3 months ago
First
Previous
1
2
3
4
Next
Last