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.
2024-10-28 19:46:55 -04:00
scratchpad
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
2024-11-01 04:08:16 -04:00
scripts
A bit more cleanup, but still looking for more organization.
2024-10-16 23:15:56 -04:00
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.
2024-11-01 00:40:42 -04:00
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.
2024-10-16 20:01:01 -04:00
.gitignore
Ignore more irrelevant things.
2024-10-02 17:01:30 -04:00
.tarpit.json
Ignore more irrelevant things.
2024-10-02 17:01:30 -04:00
.vimrc_proj
Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
2024-10-02 16:56:06 -04:00
ansi_parser.cpp
A bit better method of setting foreground vs. background.
2024-11-01 04:15:37 -04:00
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.
2024-11-01 00:40:42 -04:00
ansi_parser.rl
A bit better method of setting foreground vs. background.
2024-11-01 04:15:37 -04:00
collider.cpp
Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
2024-11-01 00:40:04 -04:00
collider.hpp
Learned yesterday that you can do a multi-return assing to auto[] by just returning a struct.
2024-11-01 00:40:04 -04:00
combat.cpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
2024-10-29 07:33:00 -04:00
combat.hpp
Clean up the DinkyECSso that it's easier to understand and more obvious what a fact vs. component is.
2024-10-29 07:33:00 -04:00
components.hpp
More refactoring to get the GUI dumber.
2024-10-30 02:13:31 -04:00
dbc.cpp
Initial commit that has most of what I need.
2024-09-24 18:28:01 -04:00
dbc.hpp
Initial commit that has most of what I need.
2024-09-24 18:28:01 -04:00
dinkyecs.hpp
Rendering code stripped out of the GUI code.
2024-10-30 18:54:51 -04:00
events.hpp
More refactoring to get the GUI dumber.
2024-10-30 02:13:31 -04:00
flecs.wrap
Brought in FLECS to play with, tomorrow we learn it.
2024-10-05 18:15:14 -04:00
fsm.hpp
Conver to using \ for member variables in classes. In structs just use the name.
2024-10-03 17:05:23 -04:00
gui.cpp
A bit more cleanup before I redesign the renderer.
2024-10-30 19:06:51 -04:00
gui.hpp
Rendering code stripped out of the GUI code.
2024-10-30 18:54:51 -04:00
LICENSE
Initial commit
2024-09-25 00:10:33 +02:00
main.cpp
Rendering code stripped out of the GUI code.
2024-10-30 18:54:51 -04:00
Makefile
This seems to be the best way to do this, but I kepts a few other experiments in scratchpad.
2024-11-01 04:08:16 -04:00
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.
2024-10-16 15:01:53 -04:00
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.
2024-10-27 18:44:54 -04:00
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.
2024-11-01 00:40:42 -04:00
point.hpp
Refactor some code to have better naming and move Point and related point things into their own .hpp.
2024-10-26 18:26:42 -04:00
rand.cpp
Just wrote my own entity system to figure it out.
2024-10-10 17:34:33 -04:00
rand.hpp
Just wrote my own entity system to figure it out.
2024-10-10 17:34:33 -04:00
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.
2024-10-13 14:01:18 -04:00
render.cpp
Rendering code stripped out of the GUI code.
2024-10-30 18:54:51 -04:00
render.hpp
A bit more cleanup before I redesign the renderer.
2024-10-30 19:06:51 -04:00
sound.cpp
Rendering code stripped out of the GUI code.
2024-10-30 18:54:51 -04:00
sound.hpp
Rendering code stripped out of the GUI code.
2024-10-30 18:54:51 -04:00
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.
2024-11-01 00:40:42 -04:00
systems.cpp
More refactoring to get the GUI dumber.
2024-10-30 02:13:31 -04:00
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.
2024-10-27 18:44:54 -04:00