The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw b7002917c1 Color is now in one nice location. 1 month ago
assets Got some new sounds and camera shake came back but has a bug. 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 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. 1 month ago
wraps The json output is a problem but I don't even use it. 2 months ago
.gdbinit FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts. 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 FINALLLYYYY!!! Can't believe it took so long to solve this but now I can gdb and catch aborts. 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 The gui can now pop open a modal based on clicking a button but I need to manage focus next. 1 month 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. 1 month ago
ansi_parser.rl The gui can now pop open a modal based on clicking a button but I need to manage focus next. 1 month 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
color.hpp Color is now in one nice location. 1 month 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. 2 months 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. 2 months ago
components.hpp More notes on the next things to do. 2 months ago
config.cpp Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 2 months ago
config.hpp Have to force the terminal detected by FTXUI to use full color no matter what it detects in the actual terminal. 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 Event system now accepts any data and the GUI receives simpler events with data for them. 2 months ago
events.hpp Event system now accepts any data and the GUI receives simpler events with data for them. 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 Renderer now knows how to render panels as grid/text based on how the panel is configured. 1 month ago
gui.hpp It's actually better to just use FTXUI's Modal system than to invent my own. 1 month ago
main.cpp 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. 1 month 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. 2 months ago
map.hpp Initial fix of the crash with different map sizes but that's not the ultimate fix. 2 months ago
meson.build Figured out that I don't need a special screen, just send events to the component directly with OnEvent. However, you have to component->Add() or call Render(component, []) with it or else it's not considered a child. 1 month ago
panel.cpp Panel now holds data on how it should be rendered and render just uses that instead of calculating it. 1 month ago
panel.hpp Color is now in one nice location. 1 month 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. 2 months ago
rand.cpp Just wrote my own entity system to figure it out. 3 months ago
rand.hpp Just wrote my own entity system to figure it out. 3 months ago
render.cpp Color is now in one nice location. 1 month ago
render.hpp Color is now in one nice location. 1 month ago
save.cpp More notes on the next things to do. 2 months ago
save.hpp More notes on the next things to do. 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 A bit more cleanup of render but kind of stuck on what to do further. 1 month ago
systems.cpp Event system now accepts any data and the GUI receives simpler events with data for them. 2 months ago
systems.hpp Event system now accepts any data and the GUI receives simpler events with data for them. 2 months ago
tser.hpp The json output is a problem but I don't even use it. 2 months 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. 2 months 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.