The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw 3f7a9cc124 Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
assets Now have a basic prototype lighting system. 1 week ago
scratchpad 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. 4 days ago
scripts First coverage reports. Tests don't get near enough coverage but running the program does. 5 days ago
tests Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
wraps 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. 4 days ago
.gdbinit FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts. 4 weeks 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 A bit of cleanup and refinement before refactoring. 4 days 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 Now have a basic prototype lighting system. 1 week ago
ansi_parser.hpp Rewrote the ansi parser to exactly callback on color setting, so now just need to clean this all up and fix a few little bugs. 3 weeks ago
ansi_parser.rl Now have a basic prototype lighting system. 1 week ago
collider.cpp Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play. 1 week ago
collider.hpp Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play. 1 week ago
color.hpp Color is now in one nice location. 2 weeks ago
combat.cpp Almost working save sytem but the data I store is totally wrong. I need to also save the entity IDs being used and map them to the components. 4 weeks ago
combat.hpp First coverage reports. Tests don't get near enough coverage but running the program does. 5 days ago
components.hpp Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted. 7 days ago
config.cpp Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 1 month ago
config.hpp Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 1 month 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 Event system now accepts any data and the GUI receives simpler events with data for them. 4 weeks ago
events.hpp Event system now accepts any data and the GUI receives simpler events with data for them. 4 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 Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
gui.hpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
lights.cpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
lights.hpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
main.cpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
map.cpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
map.hpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
meson.build Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
panel.cpp 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. 4 days ago
panel.hpp 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. 4 days ago
pathing.cpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
pathing.hpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
point.hpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days 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 A bit of some clean up, API unifying, and some performance tweaks. 2 weeks ago
render.hpp A bit of some clean up, API unifying, and some performance tweaks. 2 weeks ago
save.cpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
save.hpp More notes on the next things to do. 4 weeks ago
sound.cpp Rendering code stripped out of the GUI code. 1 month ago
sound.hpp Rendering code stripped out of the GUI code. 1 month ago
status.txt Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
systems.cpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
systems.hpp Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 3 days ago
tser.hpp The json output is a problem but I don't even use it. 4 weeks ago
tser.wrap Stripped tser.hpp down to the essentials so I can study it. No base64 encoding, less than comparison (wtf is that for), and I may even remove the 'json' output. 1 month 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.