The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw
04350cb51e
GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
2 months ago
assets
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.
2 months ago
scratchpad
Create a test for the ECS before we add more functionality.
2 months ago
scripts
A bit more cleanup, but still looking for more organization.
2 months ago
tests
Can just use the enum as the type for the map but it'd be nicer if I could use a class enum without tons of template BS.
2 months ago
wraps
Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies.
2 months ago
.gitignore
Ignore more irrelevant things.
3 months ago
.tarpit.json
Ignore more irrelevant things.
3 months ago
.vimrc_proj
Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
3 months ago
LICENSE
Initial commit
3 months ago
Makefile
Basic ragel test that can parse 1 ASNI sequence and do nothing with it.
2 months ago
README.md
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.
2 months ago
collider.cpp
Refactor some code to have better naming and move Point and related point things into their own .hpp.
2 months ago
collider.hpp
Refactor some code to have better naming and move Point and related point things into their own .hpp.
2 months ago
combat.cpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
2 months ago
combat.hpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
2 months ago
components.hpp
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.
2 months ago
dbc.cpp
Initial commit that has most of what I need.
3 months ago
dbc.hpp
Initial commit that has most of what I need.
3 months ago
dinkyecs.hpp
Can just use the enum as the type for the map but it'd be nicer if I could use a class enum without tons of template BS.
2 months ago
events.hpp
GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
2 months ago
flecs.wrap
Brought in FLECS to play with, tomorrow we learn it.
3 months ago
fsm.hpp
Conver to using \ for member variables in classes. In structs just use the name.
3 months ago
gui.cpp
GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
2 months ago
gui.hpp
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.
2 months ago
main.cpp
Pulled most of the variables out so now I can carve out functions.
3 months ago
map.cpp
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.
2 months ago
map.hpp
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.
2 months ago
meson.build
Create a test for the ECS before we add more functionality.
2 months ago
point.hpp
Refactor some code to have better naming and move Point and related point things into their own .hpp.
2 months ago
rand.cpp
Just wrote my own entity system to figure it out.
2 months ago
rand.hpp
Just wrote my own entity system to figure it out.
2 months ago
sound.cpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
2 months ago
sound.hpp
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.
2 months ago
status.txt
GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
2 months ago
systems.cpp
GUI is now decoupled from the ECS using the new DinkyECS event queues. That makes it easier to update and change the GUI without having to constantly alter the systems.
2 months ago
systems.hpp
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.
2 months ago
roguish
The next little game in the series where I make a fancy rogue game.
OSX Build Notes
Quite a bad experience. Need to install Python, cmake, meson, and ninja all which are in homebrew but if you don't use homebrew then this is a problem.
You need to run the .command script in Application/your python that updates the SSL certs.
You have to give iTerm access to your keystrokes...because wtf it already has them?
This points out a problem that I'm getting the keys using FTXUI but should either get them from SFML or connect FTXUI to SFML's keyboard input events instead.
Takes forever to load on older computers, and I've got no idea why SFML is like that. It seems the sound system is a pig that takes forever to load, so am I using it wrong?
No actually this first run delay seems to be related to the security feature that blocks keyboard access on iTerm, so probably fixing that would speed it up.