The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw ec1ed23c52 Now using a simple collision map to track entities and then determine if they're near the player for attacking. 2 months ago
assets Make the changes for the new assets layout. 3 months ago
scratchpad Very basic collision and combat to work out the idea and a logging system on the left. 2 months ago
scripts A bit more cleanup, but still looking for more organization. 2 months ago
tests Now using a simple collision map to track entities and then determine if they're near the player for attacking. 2 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. 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 Cleaned up the map for more work. 3 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
collider.cpp Now using a simple collision map to track entities and then determine if they're near the player for attacking. 2 months ago
collider.hpp Now using a simple collision map to track entities and then determine if they're near the player for attacking. 2 months ago
components.hpp Implemented a simple collision hash table. 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 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. 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 Now using a simple collision map to track entities and then determine if they're near the player for attacking. 2 months ago
gui.hpp A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits. 2 months ago
main.cpp Pulled most of the variables out so now I can carve out functions. 3 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. 2 months ago
map.hpp Implemented a simple collision hash table. 2 months ago
meson.build Implemented a simple collision hash table. 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
status.txt Implemented a simple collision hash table. 2 months ago
systems.cpp Now using a simple collision map to track entities and then determine if they're near the player for attacking. 2 months ago
systems.hpp Now using a simple collision map to track entities and then determine if they're near the player for attacking. 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.