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roguish
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31 Commits (dbc2a10933f111eaac05c09da0835e2c10a27b1e)
Author
SHA1
Message
Date
Zed A. Shaw
33327154ad
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.
1 year ago
Zed A. Shaw
86c98c43c2
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.
1 year ago
Zed A. Shaw
cc4f83a1d1
Just wrote my own entity system to figure it out.
1 year ago
Zed A. Shaw
f9bf8f06ea
Some jank test visual effects are working.
1 year ago
Zed A. Shaw
243d15c123
Just don't prevent start points being in walls.
1 year ago
Zed A. Shaw
5cf66aad02
Conver to using \ for member variables in classes. In structs just use the name.
1 year ago
Zed A. Shaw
10e5f53292
Mostly pulled out all of the ftxui rendering into cleaner areas.
1 year ago
Zed A. Shaw
710076edfb
Pulled most of the variables out so now I can carve out functions.
1 year ago
Zed A. Shaw
a7f6357e12
Refactor the entity out.
1 year ago
Zed A. Shaw
69fa7d9e4e
Make doors randomly on the rooms.
1 year ago
Zed A. Shaw
2e8abbaf5e
Our hero can walk around the world and won't go through walls.
1 year ago
Zed A. Shaw
bcc524861e
Map generation is working well, and some cleanup.
1 year ago
Zed A. Shaw
3a43324fa2
Random map gen is mostly working, now to clean it up.
1 year ago
Zed A. Shaw
a82944f55a
Jank thoughts on using the dijk map to walk from door to door for tunnels.
1 year ago
Zed A. Shaw
b100950877
Move the random gen to a global for now.
1 year ago
Zed A. Shaw
a37a40d45f
Slightly better parition and map_drawing.
1 year ago
Zed A. Shaw
44f11d5ddd
Refactor into the class for more work.
1 year ago
Zed A. Shaw
04b16c75ad
Undo the dijk test.
1 year ago
Zed A. Shaw
68d6b9e90c
If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
1 year ago
Zed A. Shaw
997a3ab45b
Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
1 year ago
Zed A. Shaw
f48f9d9bc5
If you just pick the wider of the dimensions then you get a more even spread vs random direction.
1 year ago
Zed A. Shaw
5f09747109
If you just pick the wider of the dimensions then you get a more even spread vs random direction.
1 year ago
Zed A. Shaw
e1ebea7451
Working mostly correct now, just need to tweak how it works more and work on connections.
1 year ago
Zed A. Shaw
61d2747441
It's working way better now, with correct internal dimensions, but I'm drawing the wrong nodes, need to go depth first.
1 year ago
Zed A. Shaw
56cc38006b
NOTWORKING: Committing this so I can show the changes I made on the next stream.
1 year ago
Zed A. Shaw
62195e6eea
A dirty first cut at a single random horiz/vert split for the BSP algorithm.
1 year ago
Zed A. Shaw
6cb3366912
I can make a map with one room 'randomly' generated and calculate paths.
1 year ago
Zed A. Shaw
8b67a25732
Cleaned up the map for more work.
1 year ago
Zed A. Shaw
4f863c2635
Dijkstra thing is working on a sample map.
1 year ago
Zed A. Shaw
ebb5360c5c
Fixed the bug that made walls not receive the algorithm.
1 year ago
Zed A. Shaw
4d748d1f48
Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm.
1 year ago