this also coincidentally fixes a weird bug I encountered while (mis?)using tp_alloc: by using PyType_GenericAlloc, I avoid the segfault that tp_alloc sometimes causes. See the horrible UIDrawable retrieval macro that I use in UI.h for a workaround that can probably be replaced with this technique |
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assets | ||
deps/platform | ||
modules | ||
src | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
LICENSE.md | ||
README.md |
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