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Commits on Apr 15, 2014
  1. Python 3.

    committed Apr 14, 2014
Commits on Apr 12, 2014
Commits on Nov 6, 2011
Commits on Nov 2, 2011
Commits on Oct 31, 2011
Commits on Oct 30, 2011
  1. Split types out of things. Start on fixing interactions.

    committed Oct 29, 2011
    Thing types need to not be represented by classes because type can
    change: polymorph, death, etc.  This breaks type out and adds some
    proxies to it.  Most likely this will split further into a component
    approach.
    
    After much soul-searching about event systems and whatever, I've sort of
    settled on keeping everything as declarative as possible and worrying
    about the rest later.
    
    Stuff that actually happens within the dungeon has been split up a bit,
    too.  Conscious actors perform Actions.  Agents inflict Effects.
    Someday there will be Passives which will also do something.
    
    This is super hard and I am thinking about it too much  :(
Commits on Oct 24, 2011
  1. Hack to make death kinda work.

    committed Oct 23, 2011
Commits on Oct 23, 2011
Commits on Oct 16, 2011
Commits on Aug 18, 2011
  1. Implement really bad AI.

    committed Aug 17, 2011
    I'm not quite happy with this yet, but I'm considerably more happy than
    I have been, so I think it's worth checkpointing.
    
    Actions are represented by classes, to keep their execution out of the
    hands of particular actors.  This should, I think, simplify handling of
    death and whatnot in the future, since the dying critter doesn't have to
    go through contortions to ask the dungeon to delete itself.
Commits on Jul 27, 2011
  1. Split up the DungeonFloor object some more.

    committed Jul 26, 2011
    Now it's a Map, which is explicitly built to be stupid and only care
    about placement and geometry.  The main interface to a Map is a Tile,
    but that's now generated kinda lazily and just examines the Map's
    internals.
    
    Map creation is done by a Fractor, keeping all that hard-coded test junk
    out of the rest of the code.
    
    Fixed a lot of API awkwardness here, I think, so huzzah.
Commits on Jul 13, 2011
Commits on Jul 3, 2011
Commits on Jun 30, 2011
  1. Implement Dungeon class, floors, stairs, items, inventory.

    committed Jun 30, 2011
    This is really two half-baked changed that happened to collide because I
    was half-baked.
    
    Actions the player can take are now part of Dungeon; floors still
    control game logic, but act more like a simulator than an interface.
    
    Stairs always lead to the second floor.  Erm.
    
    The inventory is heavily busted, but it does work.  Items can be picked
    up and are, probably, moved into the player's backpack.
Commits on May 25, 2011
Commits on Jan 31, 2011
Commits on Jan 30, 2011
Commits on Nov 24, 2010
  1. Added color support, woo.

    committed Nov 23, 2010
Commits on Nov 22, 2010
Commits on Aug 12, 2010
  1. Press q to quit.

    committed Aug 11, 2010
Commits on Aug 1, 2010
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