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John McCardle cdaf309272 Squashed commit of the following: [raii_pyobjects]
closes #4

commit 8f060dc87b
Author: John McCardle <mccardle.john@gmail.com>
Date:   Fri Mar 15 22:20:03 2024 -0400

    Removing std::cout debugging statements

commit c9d5251c71
Author: John McCardle <mccardle.john@gmail.com>
Date:   Fri Mar 15 20:00:57 2024 -0400

    In-place map modification worked

commit 0a8f67e391
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Mar 14 23:13:13 2024 -0400

    Stress test is failing: By removing a timer to a function (from inside that function?) I can immediately cause a segfault.

commit 05d9f6a882
Author: John McCardle <mccardle.john@gmail.com>
Date:   Tue Mar 12 22:27:12 2024 -0400

    wow, good test of Key and Click Callable classes. Cleanup, squash, and merge after I give it a lookover in daylight, though.

commit 972768eb26
Author: John McCardle <mccardle.john@gmail.com>
Date:   Tue Mar 12 21:02:48 2024 -0400

    inital PyCallable work; isolate very well behaved usage of PyObject references behind RAII
2024-03-15 22:20:37 -04:00
assets Crypt of Sokoban: incomplete 7DRL game and engine stress-test 2024-03-08 22:26:40 -05:00
deps/platform Windows build 2024-02-25 15:38:38 -05:00
modules Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
src Squashed commit of the following: [raii_pyobjects] 2024-03-15 22:20:37 -04:00
.gitignore Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
.gitmodules Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
CMakeLists.txt Windows build 2024-02-25 15:38:38 -05:00
LICENSE.md Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
README.md Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00

README.md

McRogueFace - 2D Game Engine

An experimental prototype game engine built for my own use in 7DRL 2023.

Blame my wife for the name

Tenets:

  • C++ first, Python close behind.
  • Entity-Component system based on David Churchill's Memorial University COMP4300 course lectures available on Youtube.
  • Graphics, particles and shaders provided by SFML.
  • Pathfinding, noise generation, and other Roguelike goodness provided by TCOD.

Why?

I did the r/RoguelikeDev TCOD tutorial in Python. I loved it, but I did not want to be limited to ASCII. I want to be able to draw pixels on top of my tiles (like lines or circles) and eventually incorporate even more polish.

To-do

  • Initial Commit
  • Integrate scene, action, entity, component system from COMP4300 engine
  • Windows / Visual Studio project
  • Draw Sprites
  • Play Sounds
  • Draw UI, spawn entity from Python code
  • Python AI for entities (NPCs on set paths, enemies towards player)
  • Walking / Collision
  • "Boards" (stairs / doors / walk off edge of screen)
  • Cutscenes - interrupt normal controls, text scroll, character portraits
  • Mouse integration - tooltips, zoom, click to select targets, cursors