The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw
2d550978b8
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
2 years 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 years ago
scratchpad
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
2 years ago
scripts
A bit more cleanup, but still looking for more organization.
2 years 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 years 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 years ago
.gitignore
Ignore more irrelevant things.
2 years ago
.tarpit.json
Ignore more irrelevant things.
2 years ago
.vimrc_proj
Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
2 years ago
LICENSE
Initial commit
2 years ago
Makefile
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
2 years 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 years ago
ansi_parser.cpp
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
2 years 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 years ago
ansi_parser.rl
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
2 years ago
collider.cpp
Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
2 years ago
collider.hpp
Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
2 years ago
combat.cpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
2 years ago
combat.hpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
2 years ago
components.hpp
More refactoring to get the GUI dumber.
2 years ago
dbc.cpp
Initial commit that has most of what I need.
2 years ago
dbc.hpp
Initial commit that has most of what I need.
2 years ago
dinkyecs.hpp
Rendering code stripped out of the GUI code.
2 years ago
events.hpp
More refactoring to get the GUI dumber.
2 years ago
flecs.wrap
Brought in FLECS to play with, tomorrow we learn it.
2 years ago
fsm.hpp
Conver to using \ for member variables in classes. In structs just use the name.
2 years ago
gui.cpp
A bit more cleanup before I redesign the renderer.
2 years ago
gui.hpp
Rendering code stripped out of the GUI code.
2 years ago
main.cpp
Rendering code stripped out of the GUI code.
2 years 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 years 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 years 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 years ago
point.hpp
Refactor some code to have better naming and move Point and related point things into their own .hpp.
2 years ago
rand.cpp
Just wrote my own entity system to figure it out.
2 years ago
rand.hpp
Just wrote my own entity system to figure it out.
2 years ago
render.cpp
Rendering code stripped out of the GUI code.
2 years ago
render.hpp
A bit more cleanup before I redesign the renderer.
2 years ago
sound.cpp
Rendering code stripped out of the GUI code.
2 years ago
sound.hpp
Rendering code stripped out of the GUI code.
2 years 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 years ago
systems.cpp
More refactoring to get the GUI dumber.
2 years 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 years ago
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.