amt
The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
2025-01-19 12:58:05 -05:00
assets
New rat enemy.
2025-02-14 15:22:47 -05:00
magick
Some quick hacks that do the seamless texture splits.
2025-01-22 11:14:57 -05:00
scratchpad
Now the sprites are rendered in the 3d scene with just SFML sprites.
2025-01-23 11:24:06 -05:00
scripts
Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options.
2025-01-19 04:02:42 -05:00
shaders
The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
2025-02-11 13:31:39 -05:00
tests
You can now prefix a size with % and it will do percentage for the size, even over 100.
2025-02-15 12:52:26 -05:00
tracy
The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
2025-01-19 12:58:05 -05:00
wraps
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
2025-02-07 19:32:00 -05:00
.gdbinit
My gdb debug thing.
2025-01-13 13:39:12 -05:00
.gitignore
First build that actually works. SDL_main errors before but didn't figure out the cause.
2025-01-02 11:47:02 -05:00
.vimrc_proj
First build that actually works. SDL_main errors before but didn't figure out the cause.
2025-01-02 11:47:02 -05:00
animator.cpp
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
2025-01-31 13:37:01 -05:00
animator.hpp
Implement a little junk camera on its own that we can use later for movement and views.
2025-02-03 11:08:17 -05:00
ansi_parser.cpp
Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
2025-02-14 02:13:08 -05:00
ansi_parser.hpp
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
2025-02-07 19:32:00 -05:00
ansi_parser.rl
Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
2025-02-14 02:13:08 -05:00
camera.cpp
Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
2025-02-10 11:32:50 -05:00
camera.hpp
Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
2025-02-10 11:32:50 -05:00
color.hpp
Separate out the major UIs to get ready for their development, and enable debug button.
2025-02-13 10:55:45 -05:00
combat.cpp
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
2025-02-08 21:16:25 -05:00
combat_ui.cpp
Can now use lel::center to center something inside a cell.
2025-02-15 13:22:36 -05:00
combat_ui.hpp
Can now use lel::center to center something inside a cell.
2025-02-15 13:22:36 -05:00
components.cpp
You now have blood on your screen when below half health.
2025-02-13 13:15:20 -05:00
components.hpp
You now have blood on your screen when below half health.
2025-02-13 13:15:20 -05:00
config.cpp
Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472
2025-01-17 11:36:03 -05:00
config.hpp
Finished the first pass of moving everything around and cleaning up as much as possible.
2025-01-17 03:45:05 -05:00
constants.hpp
You now have blood on your screen when below half health.
2025-02-13 13:15:20 -05:00
dbc.cpp
Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
2025-01-18 00:44:25 -05:00
dbc.hpp
First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences.
2025-01-04 12:20:41 -05:00
dbg.h
Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
2025-01-18 00:44:25 -05:00
devices.cpp
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
2025-02-08 21:16:25 -05:00
dinky_components.hpp
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
2025-02-09 15:54:17 -05:00
dinkyecs.hpp
Initial cut of the lel parser mostly working but none of the basic alignment properties work.
2025-02-14 15:40:15 -05:00
events.hpp
Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
2025-02-13 14:39:04 -05:00
fsm.hpp
Trying out an FSM for controlling the main loop.
2025-02-04 00:52:54 -05:00
gui.cpp
LEL is working at a basic grid level, able to render boxes where I want.
2025-02-15 01:31:57 -05:00
gui.hpp
Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
2025-02-13 14:39:04 -05:00
inventory.cpp
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
2025-02-08 21:16:25 -05:00
inventory.hpp
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
2025-02-08 21:16:25 -05:00
lel.cpp
Can now use lel::center to center something inside a cell.
2025-02-15 13:22:36 -05:00
lel.hpp
Can now use lel::center to center something inside a cell.
2025-02-15 13:22:36 -05:00
lel_parser.cpp
You can now prefix a size with % and it will do percentage for the size, even over 100.
2025-02-15 12:52:26 -05:00
lel_parser.rl
You can now prefix a size with % and it will do percentage for the size, even over 100.
2025-02-15 12:52:26 -05:00
levelmanager.cpp
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
2025-02-08 21:16:25 -05:00
levelmanager.hpp
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
2025-02-08 21:16:25 -05:00
lights.cpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
lights.hpp
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
2025-02-08 21:16:25 -05:00
main.cpp
Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
2025-02-13 14:39:04 -05:00
Makefile
Initial cut of the lel parser mostly working but none of the basic alignment properties work.
2025-02-14 15:40:15 -05:00
map.cpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
map.hpp
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
2025-02-08 14:03:09 -05:00
map_view.cpp
Fix map, it was moved over but scaled for the whole screen.
2025-02-11 20:46:31 -05:00
map_view.hpp
Clean up the GUI some by moving the map_view out into its own file.
2025-02-11 11:37:01 -05:00
matrix.cpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
matrix.hpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
meson.build
Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
2025-02-14 02:13:08 -05:00
meson.options
Add the tracy wrap and meson options.
2025-01-18 13:33:45 -05:00
panel.cpp
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
2025-02-07 19:32:00 -05:00
panel.hpp
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
2025-02-07 19:32:00 -05:00
pathing.cpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
pathing.hpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
point.hpp
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
2025-02-08 14:03:09 -05:00
rand.cpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
rand.hpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
raycaster.cpp
Separate out the major UIs to get ready for their development, and enable debug button.
2025-02-13 10:55:45 -05:00
raycaster.hpp
Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly.
2025-02-10 12:05:07 -05:00
README.md
A quick warning in case people are funding the thing.
2025-01-28 02:45:02 -05:00
render.cpp
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
2025-02-07 19:32:00 -05:00
render.hpp
Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more.
2025-02-12 14:02:34 -05:00
save.cpp
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
2025-02-08 14:03:09 -05:00
save.hpp
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
2025-02-08 14:03:09 -05:00
shiterator.hpp
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2025-01-30 11:38:57 -05:00
spatialmap.cpp
More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems.
2025-02-04 22:52:04 -05:00
spatialmap.hpp
Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
2025-02-01 14:39:08 -05:00
stats.cpp
Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
2025-01-18 02:42:41 -05:00
stats.hpp
Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
2025-01-18 02:42:41 -05:00
status_ui.cpp
You now have blood on your screen when below half health.
2025-02-13 13:15:20 -05:00
status_ui.hpp
You now have blood on your screen when below half health.
2025-02-13 13:15:20 -05:00
systems.cpp
Basic combat system prototype works, but needs more GUI love to really work in the game.
2025-02-14 10:18:45 -05:00
systems.hpp
Basic combat system prototype works, but needs more GUI love to really work in the game.
2025-02-14 10:18:45 -05:00
texture.cpp
Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
2025-02-01 14:39:08 -05:00
texture.hpp
Sprite is no more, now using the position from the level's world.
2025-02-05 11:46:40 -05:00
tilemap.cpp
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
2025-02-09 15:54:17 -05:00
tilemap.hpp
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
2025-02-09 15:54:17 -05:00
worldbuilder.cpp
Two main GUI elements are placed for the left side status and the bottom combat UIs.
2025-02-12 17:55:21 -05:00
worldbuilder.hpp
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
2025-02-08 21:16:25 -05:00