A retro style homage to 80s dungeon crawlers hand crafted in C++.
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Zed A. Shaw 3008be5958 Mark this one migrated. 1 week ago
assets Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
gui Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
scratchpad Move amt's examples into scratchpad for later review. 1 month ago
scripts Add a new dead_body sprite for things that are dead but you can't loot them. 1 month ago
tests Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
tools Rename to GameDB and GameDB::Level. 2 weeks ago
tracy The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be. 8 months ago
wraps Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable. 3 weeks ago
.gdbinit My gdb debug thing. 8 months ago
.gitignore Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over. 4 months ago
.vimrc_proj Trying out Ragel's state machine generation as an alternative to the DinkyFSM style. 3 months ago
Makefile Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
README.md Mark this one migrated. 1 week ago
ai.cpp Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision. 5 months ago
ai.hpp Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does. 2 weeks ago
ai_debug.cpp Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does. 2 weeks ago
ai_debug.hpp Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost. 5 months ago
animation.cpp Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move. 6 months ago
animation.hpp Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized. 6 months ago
autowalker.cpp Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
autowalker.hpp Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
backend.cpp Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2 months ago
backend.hpp Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2 months ago
battle.cpp Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls. 2 weeks ago
battle.hpp Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. 5 months ago
camera.hpp Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. 2 months ago
combat.cpp Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test. 5 months ago
components.cpp There's now a Collision component that determines collision if its set. Closes #72. 1 month ago
components.hpp There's now a Collision component that determines collision if its set. Closes #72. 1 month ago
config.cpp Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs. 3 months ago
config.hpp Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs. 3 months ago
constants.hpp A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck. 1 month ago
dbc.cpp AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists. 5 months ago
dbc.hpp Fully converted to using the lel-guecs library externally now. 4 months ago
dbg.h Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 8 months ago
dinkyecs.hpp Changed facts in DinkyECS to be a shared_ptr so that it is a singular data store instead of copied around. Closes #85. 3 weeks ago
easings.hpp Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move. 6 months ago
events.hpp Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor. 4 weeks ago
game_level.cpp rewrite game_level::player_position to be more efficient. 2 weeks ago
game_level.hpp And finally fix some of the API names to make more sense in their current location. 2 weeks ago
goap.cpp This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm. 5 months ago
goap.hpp Mostly fixed up but I have to figure out why cost on actions isn't changing the priority. 5 months ago
inventory.cpp There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54. 2 months ago
inventory.hpp There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54. 2 months ago
json_mods.hpp Can now mark json/components with std::optional and then they can be null/false to disable them. 6 months ago
lights.cpp Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map. 2 months ago
lights.hpp Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map. 2 months ago
main.cpp Rename to GameDB and GameDB::Level. 2 weeks ago
map.cpp Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
map.hpp Now entities are drawn after the map so that there's no holes. 2 months ago
matrix.cpp Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
matrix.hpp One step closer to map rendering from tile sprites. 2 months ago
maze.cpp Played around with a circular map real quick. 4 months ago
maze.hpp Played around with a circular map real quick. 4 months ago
meson.build levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name. 3 weeks ago
meson.options Add the tracy wrap and meson options. 8 months ago
palette.cpp Can now set a color to another already existing color. 2 months ago
palette.hpp Colors are now being loaded from assets/palette.json 2 months ago
pathing.cpp Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
pathing.hpp Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
point.hpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 7 months ago
rand.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 7 months ago
rand.hpp Now have a simple stats test. 6 months ago
raycaster.cpp Cleaned up how the camera is configured so that it can be easily queried in other parts like the autowalker. 2 weeks ago
raycaster.hpp Cleaned up how the camera is configured so that it can be easily queried in other parts like the autowalker. 2 weeks ago
rituals.cpp Refactor out the junk randomizer and put it in rituals where it belongs. 4 weeks ago
rituals.hpp Refactor out the junk randomizer and put it in rituals where it belongs. 4 weeks ago
save.cpp Loot boxes now have ritual items and you can click on them, or the enemy just dies. 3 months ago
save.hpp Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 6 months ago
shaders.cpp Now I can attach arbitrary shaders to sprites based on things that happen in the world. 5 months ago
shaders.hpp The reload mechanism for shaders is a bit better, but still to make them unique. 5 months ago
shiterator.hpp icongen now makes a sprite sheet for the map which should be easier to work with. 2 months ago
simplefsm.hpp Working on a better character view. 4 months ago
sound.cpp Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. 5 months ago
sound.hpp Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. 5 months ago
spatialmap.cpp Now also combat works no matter what's on the ground. Closes #81. 4 weeks ago
spatialmap.hpp Now also combat works no matter what's on the ground. Closes #81. 4 weeks ago
stats.cpp Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. 6 months ago
stats.hpp Now have a simple stats test. 6 months ago
systems.cpp Cleaned up how the camera is configured so that it can be easily queried in other parts like the autowalker. 2 weeks ago
systems.hpp All of the UIs should be cleared out, and that just leaves the tests. 3 weeks ago
textures.cpp Now I have a better error that's more exact, but I think next level of this is to just show a generic texture for missing ones. Closes #80. 3 weeks ago
textures.hpp Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2 months ago
worldbuilder.cpp Quick start to making it possible to use healing items, or any item really. Going with a style that it has to be on your toolbar to use it, and the toolbelt looks in your inventory to see ifyou have healing items. 1 month ago
worldbuilder.hpp Switching to Linux to find a memory bug and I want to keep a record of what caused it. 1 month ago

README.md

Repository Moved

This repository is archived here and moved to https://git.zedshaw.games/games/raycaster