The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw 24b1e4a500 Further cleaning of the renderer. 3 weeks 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. 3 weeks ago
scratchpad This seems to be the best way to do this, but I kepts a few other experiments in scratchpad. 3 weeks ago
scripts A bit more cleanup, but still looking for more organization. 1 month ago
tests Refactored the ansi_parser into a class that can be reused between render calls. 3 weeks 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. 1 month ago
.gitignore Ignore more irrelevant things. 2 months ago
.tarpit.json Ignore more irrelevant things. 2 months ago
.vimrc_proj Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. 2 months ago
LICENSE Initial commit 2 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. 3 weeks 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. 1 month ago
ansi_parser.cpp Refactored the ansi_parser into a class that can be reused between render calls. 3 weeks ago
ansi_parser.hpp Refactored the ansi_parser into a class that can be reused between render calls. 3 weeks ago
ansi_parser.rl Refactored the ansi_parser into a class that can be reused between render calls. 3 weeks ago
collider.cpp Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct. 3 weeks ago
collider.hpp Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct. 3 weeks ago
combat.cpp Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 3 weeks ago
combat.hpp Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 3 weeks ago
components.hpp More refactoring to get the GUI dumber. 3 weeks ago
dbc.cpp Initial commit that has most of what I need. 2 months ago
dbc.hpp Initial commit that has most of what I need. 2 months ago
dinkyecs.hpp Rendering code stripped out of the GUI code. 3 weeks ago
events.hpp More refactoring to get the GUI dumber. 3 weeks ago
flecs.wrap Brought in FLECS to play with, tomorrow we learn it. 2 months ago
fsm.hpp Conver to using \ for member variables in classes. In structs just use the name. 2 months ago
gui.cpp A bit more cleanup before I redesign the renderer. 3 weeks ago
gui.hpp Rendering code stripped out of the GUI code. 3 weeks ago
main.cpp Rendering with color is working now but still has problems with enabling/resetting the default colors. 3 weeks 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. 1 month ago
map.hpp Rendering with color is working now but still has problems with enabling/resetting the default colors. 3 weeks ago
meson.build 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
point.hpp Refactor some code to have better naming and move Point and related point things into their own .hpp. 4 weeks ago
rand.cpp Just wrote my own entity system to figure it out. 1 month ago
rand.hpp Just wrote my own entity system to figure it out. 1 month ago
render.cpp Further cleaning of the renderer. 3 weeks ago
render.hpp Further cleaning of the renderer. 3 weeks ago
sound.cpp Rendering code stripped out of the GUI code. 3 weeks ago
sound.hpp Rendering code stripped out of the GUI code. 3 weeks ago
status.txt Rendering with color is working now but still has problems with enabling/resetting the default colors. 3 weeks ago
systems.cpp Rendering with color is working now but still has problems with enabling/resetting the default colors. 3 weeks 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. 4 weeks ago

README.md

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.