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
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
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
Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
2025-02-07 13:50:50 -05:00
tests
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
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
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.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
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
camera.cpp
FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0.
2025-02-07 11:05:15 -05:00
camera.hpp
FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0.
2025-02-07 11:05:15 -05:00
color.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
combat.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
combat.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
components.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
components.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
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
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
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
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
devices.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
dinkyecs.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
events.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
fsm.hpp
Trying out an FSM for controlling the main loop.
2025-02-04 00:52:54 -05:00
gui.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
gui.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
inventory.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
inventory.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
levelmanager.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
levelmanager.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
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
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
main.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
Makefile
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
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
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.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
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
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
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
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
Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
2025-02-07 13:50:50 -05:00
raycaster.hpp
Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
2025-02-07 13:50:50 -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
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
save.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
save.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
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
systems.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
systems.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
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
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
tilemap.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
tser.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
worldbuilder.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
worldbuilder.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