The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw
0ba789697a
Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
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
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
2 months ago
scripts
A bit more cleanup, but still looking for more organization.
2 months ago
tests
Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
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
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
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
ansi_parser.cpp
Refactored the ansi_parser into a class that can be reused between render calls.
2 months ago
ansi_parser.hpp
Refactored the ansi_parser into a class that can be reused between render calls.
2 months ago
ansi_parser.rl
Refactored the ansi_parser into a class that can be reused between render calls.
2 months ago
collider.cpp
Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
2 months ago
collider.hpp
Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
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
More refactoring to get the GUI dumber.
2 months ago
config.cpp
Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
2 months ago
config.hpp
Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
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
Rendering code stripped out of the GUI code.
2 months ago
events.hpp
More refactoring to get the GUI dumber.
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
A bit more cleanup before I redesign the renderer.
2 months ago
gui.hpp
Rendering code stripped out of the GUI code.
2 months ago
main.cpp
Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
2 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
Rendering with color is working now but still has problems with enabling/resetting the default colors.
2 months ago
meson.build
Basic config system from a json file but it's got serious issues. Can't copy construct it because of the variable blocking copying, and it can't even be put into the dinkyecs in any way.
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
render.cpp
Further cleaning of the renderer.
2 months ago
render.hpp
Further cleaning of the renderer.
2 months ago
sound.cpp
Rendering code stripped out of the GUI code.
2 months ago
sound.hpp
Rendering code stripped out of the GUI code.
2 months ago
status.txt
Rendering with color is working now but still has problems with enabling/resetting the default colors.
2 months ago
systems.cpp
Rendering with color is working now but still has problems with enabling/resetting the default colors.
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.