assets
Make the changes for the new assets layout.
2024-10-02 16:59:30 -04:00
scratchpad
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
scripts
A bit more cleanup, but still looking for more organization.
2024-10-16 23:15:56 -04:00
tests
Conver to using \ for member variables in classes. In structs just use the name.
2024-10-03 17:05:23 -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
components.hpp
A bit more cleanup, but still looking for more organization.
2024-10-16 23:15:56 -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
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
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
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.
2024-10-18 21:59:06 -04:00
gui.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.
2024-10-18 21:59:06 -04:00
LICENSE
Initial commit
2024-09-25 00:10:33 +02:00
main.cpp
Pulled most of the variables out so now I can carve out functions.
2024-10-02 18:14:54 -04:00
Makefile
Cleaned up the map for more work.
2024-09-26 23:14:42 -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
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.
2024-10-18 21:59:06 -04:00
meson.build
I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
2024-10-16 20:31:00 -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
status.txt
Brought in FLECS to play with, tomorrow we learn it.
2024-10-05 18:15:14 -04:00
systems.cpp
Forgot to set targets for pathing.
2024-10-17 23:50:07 -04:00
systems.hpp
Merge in the refactor from earlier.
2024-10-17 21:49:57 -04:00