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roguish
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Commit Graph
30 Commits (73b85e805727e49b2403172bdd95e9a8f5d7c8d0)
Author
SHA1
Message
Date
Zed A. Shaw
2b53363635
Fix up a few operator things in amit's code.
1 week ago
Zed A. Shaw
079734941c
Amit's 1d->2d matrix that I can base a rewrite of mine on.
1 week ago
Zed A. Shaw
8d3ccd935d
Bringing in Amit's matrix for study and comparison.
2 weeks ago
Zed A. Shaw
9c03e850b5
Now have more fancy rooms with different floors to play with.
4 weeks ago
Zed A. Shaw
70cd963e5c
Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
1 month ago
Zed A. Shaw
381b82ee4e
Small fix to build on non-windows platforms.
2 months ago
Zed A. Shaw
e86d474c7c
Now have more test for the base functionality but need to push render tests and find a way to test the GUI. I've also brought in sol2 for lua integration but not sure what to do with it.
2 months ago
Zed A. Shaw
fb1fd9d8bc
A bit of some clean up, API unifying, and some performance tweaks.
2 months ago
Zed A. Shaw
a4926bedcb
Get a better cell size for the rendering of the image.
2 months ago
Zed A. Shaw
6f0f3f01d9
A bit of playing with sizes and motion on the image.
2 months ago
Zed A. Shaw
15a302d133
Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job.
2 months ago
Zed A. Shaw
19b8bf1850
Totally a pile of garbage with a bunch of debug prints because I'm going to have to rewrite the renderer resizing to allow for any size image, not just the map. But this does display an image using averaged squares.
2 months ago
Zed A. Shaw
111429b974
A slight improvement to avoid rendering boxes behind text that is default bg color.
2 months ago
Zed A. Shaw
be144e2a05
Start of image to ansi converter.
2 months ago
Zed A. Shaw
2d550978b8
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
3 months ago
Zed A. Shaw
f32b39afe2
Barely working ansi color codes parser but I _really_ don't like this one. Too much code to just get it to process correctly which means it'll be brittle as hell later.
3 months ago
Zed A. Shaw
3394327981
Better working but still picks up stray numbers I didn't specify.
3 months ago
Zed A. Shaw
74310304bd
Start of a ragel parser that can do the ansi code parsing for me.
3 months ago
Zed A. Shaw
ea6cf1362b
Create a test for the ECS before we add more functionality.
3 months ago
Zed A. Shaw
143fe7784c
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
3 months ago
Zed A. Shaw
4ed06b10b1
Need the hit.wav to be mono, but now we have a sound we can move around, just not sure how to place it based on the visuals.
3 months ago
Zed A. Shaw
753bc70b77
Basic ragel test that can parse 1 ASNI sequence and do nothing with it.
3 months ago
Zed A. Shaw
dbc2a10933
Very basic collision and combat to work out the idea and a logging system on the left.
3 months ago
Zed A. Shaw
98993481b0
Playing around with it some more to see how a move would work.
3 months ago
Zed A. Shaw
98baa13264
Tried out Google's AI response to the question of a C++ spatial hash and it kind of came close. This took some massaging but it could work.
3 months 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.
3 months ago
Zed A. Shaw
b9c27cd6ba
Now calling this DinkyECS and will use it in the game to move the enemies and such.
3 months ago
Zed A. Shaw
085777706e
A few more little features like facts and the ability to store a system for later running.
3 months ago
Zed A. Shaw
cc4f83a1d1
Just wrote my own entity system to figure it out.
3 months ago
Zed A. Shaw
a3eaf78fd3
Brought in FLECS to play with, tomorrow we learn it.
4 months ago