assets
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Enemies now actually adopt their color and all items too.
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7 months ago |
docs
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Fix up the gitignor and bring in the ragel manual for safe keeping.
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9 months ago |
scratchpad
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Moved to SFML 3.0 now.
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7 months ago |
scripts
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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8 months ago |
shaders
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Tinkering with a way to do modal UIs for things like inventory etc.
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8 months ago |
tests
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World copying with facts and constants is working so now new levels are possible, but need to work on previous level motion.
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7 months ago |
tools
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Moved to SFML 3.0 now.
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7 months ago |
wraps
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Moved to SFML 3.0 now.
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7 months ago |
.gdbinit
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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8 months ago |
.gitignore
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Fix up the gitignor and bring in the ragel manual for safe keeping.
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9 months ago |
.tarpit.json
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Ignore more irrelevant things.
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11 months ago |
.vimrc_proj
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Now have a configurable displayable tilemap to do better tiles.
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9 months ago |
LICENSE
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Initial commit
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12 months ago |
Makefile
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Results of today's code review session.
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8 months ago |
README.md
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Announce move.
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1 week ago |
ansi_parser.cpp
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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8 months ago |
ansi_parser.hpp
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Upgraded to the latest winlibs/gcc 14.
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9 months ago |
ansi_parser.rl
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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8 months ago |
color.hpp
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Change the color namespace to ColorValue. Need to come up with the organizational theme for the code.
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9 months ago |
combat.cpp
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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.
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10 months ago |
combat.hpp
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Very simple items system to get into the inventory work.
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8 months ago |
components.cpp
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Enemies now actually adopt their color and all items too.
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7 months ago |
components.hpp
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Enemies now actually adopt their color and all items too.
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7 months ago |
config.cpp
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A little more cleanup and then removing any completed bug notes.
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8 months ago |
config.hpp
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Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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8 months ago |
constants.hpp
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Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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7 months ago |
dbc.cpp
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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8 months ago |
dbc.hpp
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Initial commit that has most of what I need.
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12 months ago |
devices.cpp
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Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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7 months ago |
devices.hpp
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Using an event for the device interaction is better. If I get to where there's tons of devices then I'll rethink it but right now this is less convoluted.
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8 months ago |
dinkyecs.hpp
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World copying with facts and constants is working so now new levels are possible, but need to work on previous level motion.
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7 months ago |
events.hpp
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Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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7 months ago |
flecs.wrap
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Brought in FLECS to play with, tomorrow we learn it.
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11 months ago |
fsm.hpp
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Conver to using \ for member variables in classes. In structs just use the name.
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11 months ago |
gui.cpp
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Moved to SFML 3.0 now.
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7 months ago |
gui.hpp
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Moved to SFML 3.0 now.
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7 months ago |
inventory.cpp
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Results of today's code review session.
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8 months ago |
inventory.hpp
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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8 months ago |
levelmanager.cpp
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Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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7 months ago |
levelmanager.hpp
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Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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7 months ago |
lights.cpp
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Cleaned up all the places I was doing push_back({constructorvar1, constructorvar2}) to use emplace_back(constructorvar1, constructorvar2) every other use should be only for actually copying.
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8 months ago |
lights.hpp
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There's now a config to control the random world gen a bit.
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8 months ago |
main.cpp
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First step in refactoring to allow for multiple levels. Next is to clean up the APIs and sort out how things will be notified that they have to switch levels.
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8 months ago |
map.cpp
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Cleaned up all the places I was doing push_back({constructorvar1, constructorvar2}) to use emplace_back(constructorvar1, constructorvar2) every other use should be only for actually copying.
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8 months ago |
map.hpp
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Setup for the LevelManager to take charge of all level operations.
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8 months ago |
matrix.cpp
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Finally have a name for my little matrix shape iterator library. I present to you, the SHITErators. Are they THE shit? Shit? Or just Shite?
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8 months ago |
matrix.hpp
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Finally have a name for my little matrix shape iterator library. I present to you, the SHITErators. Are they THE shit? Shit? Or just Shite?
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8 months ago |
meson.build
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Moved to SFML 3.0 now.
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7 months ago |
panel.cpp
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Results of today's code review session.
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8 months ago |
panel.hpp
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Starting a bit of refactoring to sort out how to handle the various UIs.
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8 months ago |
pathing.cpp
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Cleaned up all the places I was doing push_back({constructorvar1, constructorvar2}) to use emplace_back(constructorvar1, constructorvar2) every other use should be only for actually copying.
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8 months ago |
pathing.hpp
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Results of today's code review session.
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8 months ago |
point.hpp
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Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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7 months ago |
rand.cpp
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Just wrote my own entity system to figure it out.
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11 months ago |
rand.hpp
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Just wrote my own entity system to figure it out.
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11 months ago |
render.cpp
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Now that bounds are using vectors we can just pass them directly.
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7 months ago |
render.hpp
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Moved to SFML 3.0 now.
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7 months ago |
save.cpp
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Implemented configurable randomization in the world builder, and then got the beginning of devices to work for the next part of going down a level through stairs.
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8 months ago |
save.hpp
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Fixed up building enemies and items using componentsin the JSON.
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8 months ago |
shiterator.hpp
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Need a disclaimer on bugs.
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8 months ago |
sound.cpp
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Moved to SFML 3.0 now.
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7 months ago |
sound.hpp
|
Moved to SFML 3.0 now.
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7 months ago |
spatialmap.cpp
|
Results of today's code review session.
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8 months ago |
spatialmap.hpp
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Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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7 months ago |
status.txt
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Now that bounds are using vectors we can just pass them directly.
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7 months ago |
systems.cpp
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Enemies now actually adopt their color and all items too.
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7 months ago |
systems.hpp
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First step in refactoring to allow for multiple levels. Next is to clean up the APIs and sort out how things will be notified that they have to switch levels.
|
8 months ago |
tilemap.cpp
|
Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
|
8 months ago |
tilemap.hpp
|
Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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8 months ago |
tser.hpp
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Upgraded to the latest winlibs/gcc 14.
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9 months ago |
tser.wrap
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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.
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10 months ago |
worldbuilder.cpp
|
Levels are now expanded out as you travel down and the stairs are only placed at the end of the level instead of randomly.
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7 months ago |
worldbuilder.hpp
|
Better random entity placement and config of entities is now more generic.
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8 months ago |