The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw 9bc9c9007f Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
assets Got some new sounds and camera shake came back but has a bug. 2 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 Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
wraps The json output is a problem but I don't even use it. 2 weeks ago
.gdbinit FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts. 2 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 FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts. 2 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 Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
ansi_parser.hpp Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
ansi_parser.rl Now have a nice panel to hold all the UI panels we'll use later. 2 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 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. 3 weeks ago
combat.hpp 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. 3 weeks ago
components.hpp More notes on the next things to do. 2 weeks ago
config.cpp Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 3 weeks ago
config.hpp Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 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 Event system now accepts any data and the GUI receives simpler events with data for them. 2 weeks ago
events.hpp Event system now accepts any data and the GUI receives simpler events with data for them. 2 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 Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
gui.hpp Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
main.cpp More notes on the next things to do. 2 weeks ago
map.cpp Cereal works pretty well so I may use it, but there's one more library I want to try first called tser. 3 weeks ago
map.hpp Initial fix of the crash with different map sizes but that's not the ultimate fix. 2 weeks ago
meson.build Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
panel.cpp Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
panel.hpp Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
point.hpp 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. 3 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 Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
render.hpp Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
save.cpp More notes on the next things to do. 2 weeks ago
save.hpp More notes on the next things to do. 2 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 Now have a nice panel to hold all the UI panels we'll use later. 2 weeks ago
systems.cpp Event system now accepts any data and the GUI receives simpler events with data for them. 2 weeks ago
systems.hpp Event system now accepts any data and the GUI receives simpler events with data for them. 2 weeks ago
tser.hpp The json output is a problem but I don't even use it. 2 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. 3 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.