The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw f32b39afe2 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. 2 months ago
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. 2 months ago
scratchpad 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. 2 months ago
scripts A bit more cleanup, but still looking for more organization. 2 months ago
tests 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. 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 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. 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 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. 2 months ago
ansi_parser.hpp 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. 2 months ago
ansi_parser.rl 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. 2 months 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
combat.cpp Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 2 months ago
combat.hpp Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is. 2 months ago
components.hpp More refactoring to get the GUI dumber. 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 Rendering code stripped out of the GUI code. 2 months ago
events.hpp More refactoring to get the GUI dumber. 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 A bit more cleanup before I redesign the renderer. 2 months ago
gui.hpp Rendering code stripped out of the GUI code. 2 months ago
main.cpp Rendering code stripped out of the GUI code. 2 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 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. 2 months ago
meson.build 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. 2 months ago
point.hpp Refactor some code to have better naming and move Point and related point things into their own .hpp. 2 months 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 Rendering code stripped out of the GUI code. 2 months ago
render.hpp A bit more cleanup before I redesign the renderer. 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 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. 2 months ago
systems.cpp More refactoring to get the GUI dumber. 2 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. 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.