The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw dbc2a10933 Very basic collision and combat to work out the idea and a logging system on the left. 1 year ago
assets Make the changes for the new assets layout. 1 year ago
scratchpad Very basic collision and combat to work out the idea and a logging system on the left. 1 year ago
scripts A bit more cleanup, but still looking for more organization. 1 year ago
tests Conver to using \ for member variables in classes. In structs just use the name. 1 year 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. 1 year ago
.gitignore Ignore more irrelevant things. 1 year ago
.tarpit.json Ignore more irrelevant things. 1 year ago
.vimrc_proj Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. 1 year ago
LICENSE Initial commit 1 year ago
Makefile Cleaned up the map for more work. 1 year 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. 1 year ago
components.hpp Very basic collision and combat to work out the idea and a logging system on the left. 1 year ago
dbc.cpp Initial commit that has most of what I need. 1 year ago
dbc.hpp Initial commit that has most of what I need. 1 year ago
dinkyecs.hpp 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
flecs.wrap Brought in FLECS to play with, tomorrow we learn it. 1 year ago
fsm.hpp Conver to using \ for member variables in classes. In structs just use the name. 1 year ago
gui.cpp Very basic collision and combat to work out the idea and a logging system on the left. 1 year ago
gui.hpp A bit more caching and optimization then determine how to center glyphs in the center of the background if it fits. 1 year ago
main.cpp Pulled most of the variables out so now I can carve out functions. 1 year 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. 1 year ago
map.hpp Super jank prototype of my idea but I am rendering multiple characters per cell to give the effect of a more complex character. Now to make this a data setup so it's easy to make characters. Also, probably have little add ons to show things like weapons equiped, etc. 1 year ago
meson.build Tried out Google's AI response to the question of a C++ spatial hash and it kind of came close. This took some massaging but it could work. 1 year ago
rand.cpp Just wrote my own entity system to figure it out. 1 year ago
rand.hpp Just wrote my own entity system to figure it out. 1 year ago
status.txt Very basic collision and combat to work out the idea and a logging system on the left. 1 year ago
systems.cpp Very basic collision and combat to work out the idea and a logging system on the left. 1 year ago
systems.hpp Merge in the refactor from earlier. 1 year 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.