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.
5 months ago
scratchpad
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
5 months ago
scripts
A bit more cleanup, but still looking for more organization.
6 months ago
tests
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
5 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.
6 months ago
.gitignore
Ignore more irrelevant things.
6 months ago
.tarpit.json
Ignore more irrelevant things.
6 months ago
.vimrc_proj
Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
6 months ago
LICENSE
Initial commit
6 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.
5 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.
6 months ago
ansi_parser.cpp
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
5 months ago
ansi_parser.hpp
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
5 months ago
ansi_parser.rl
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
5 months ago
collider.cpp
Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
5 months ago
collider.hpp
Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
5 months ago
combat.cpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
5 months ago
combat.hpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
5 months ago
components.hpp
More refactoring to get the GUI dumber.
5 months ago
dbc.cpp
Initial commit that has most of what I need.
6 months ago
dbc.hpp
Initial commit that has most of what I need.
6 months ago
dinkyecs.hpp
Rendering code stripped out of the GUI code.
5 months ago
events.hpp
More refactoring to get the GUI dumber.
5 months ago
flecs.wrap
Brought in FLECS to play with, tomorrow we learn it.
6 months ago
fsm.hpp
Conver to using \ for member variables in classes. In structs just use the name.
6 months ago
gui.cpp
A bit more cleanup before I redesign the renderer.
5 months ago
gui.hpp
Rendering code stripped out of the GUI code.
5 months ago
main.cpp
Rendering code stripped out of the GUI code.
5 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.
6 months ago
map.hpp
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
5 months 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.
5 months ago
point.hpp
Refactor some code to have better naming and move Point and related point things into their own .hpp.
5 months ago
rand.cpp
Just wrote my own entity system to figure it out.
6 months ago
rand.hpp
Just wrote my own entity system to figure it out.
6 months ago
render.cpp
Renderer of ANSI codes to SFML is now working. Does seem to be a little slow but that'll be easy to fix later.
5 months ago
render.hpp
ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
5 months ago
sound.cpp
Rendering code stripped out of the GUI code.
5 months ago
sound.hpp
Rendering code stripped out of the GUI code.
5 months ago
status.txt
Barely working ansi color codes parser but I _really_ don't like this one. Too much code to just get it to process correctly which means it'll be brittle as hell later.
5 months ago
systems.cpp
ANSI code renderer starts working but I have to make it utf8/wchar_t friendly.
5 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.
5 months ago