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base fork: h-lame/lruggery
base: 53f7dc6eb1
head fork: h-lame/lruggery
compare: fc3f9ad496
Checking mergeability… Don't worry, you can still create the pull request.
Commits on Jan 28, 2012
@h-lame First cut at a BSP dungeon generator.

Next we add rooms into the splits.
Then corridors.
Then a movable character?
Then random "treasure" (e.g. the speakers).
Commits on Jan 29, 2012
@h-lame Move stuff around, also add rooms. 8d8286d
@h-lame Rather than Array#sample, use a probabilty spreader (modified from he…
…re: to get random things.

The weighting isn't quite right yet, but we get nicer results, I think.  Maybe.
Commits on Feb 01, 2012
@h-lame First cut at really crappy corridor generation.
Only joins leafs.  Doesn't attempt to join rooms, just draw corridor from room wall to adjoining world boundary.
@h-lame Let the Tileset know how to draw a Room and World and Corridor, leave…
… it up to the Renderer to walk the world graph to tell the tileset which objects to draw. While we're at it, give Room's a floor.
Commits on Feb 02, 2012
@h-lame Try different spreader algorithms to favour different parts of the or…
…iginal array: first (the original), last (reverse the probability spread), random (shuffle it), or middle (reorder so the highest probability is in the middle and we ripple out from there).
@h-lame Dammit. Get the corridor stuff right. Also use the middling probabili…
…ty spread for corridor start position.
Commits on Feb 05, 2012
@h-lame Corridors now join to aribtrary points (allowing fror Z shapes). 5b07d0a
@h-lame Corridor positions now know their direction, so we can render horizon…
…tal vs. vertical differently. Trying out different tiles.
@h-lame Extract a Tile class. Useful later I think for drawing Tiles when we …
…haven't "seen" them yet. Also, don't render the world walls anymore.
Commits on Feb 12, 2012
@h-lame Add player and game engine classes and do a first cut at a game loop.
Player doesn't currently know about room or corridor boundaries.
@h-lame Player movement is now restricted to being within corridors and rooms. 273e48d
@h-lame Typo. 3f74051
@h-lame Player is a tad undignified. Player => ElRogue 6c9015f
@h-lame Add q for quit. 1ea1b1e
@h-lame Extract ElRogue out into Creature base class to be shared with new Wi…
…zard class (used to represent speakers).

Might need to re-think how we represent "creatures" and tiles.
@h-lame Initial set of wizards *cough* speakers. 1c8847d
Commits on Feb 13, 2012
@h-lame Update wizards.yml to have correct(ish) titles and add linebreaks. Al…
…low the game engine to render an "event" whenever ElRogue occupys the same spaces as a wizard.
@h-lame Comment out method in rouge.rb to allow quick experimenting with fonts. 3bbbcb0
@h-lame Experiment with tweaking spreader algorithm for randomness (plus an e…
…ntirely alternative for generating probability array). Also change some item's to random. Finally, don't always split a world even if we can.
@h-lame Extract text writing from Event into Banner (so we can use it elsewhe…
@h-lame At the end of the "game" display some history about what happened. 29b3fb2
Commits on Feb 14, 2012
@h-lame Allow telling the game we are on a white console and to use appropria…
…te colours in Banner and Tile. (Tile colour changes may yet need to be tweaked for a white console).
Commits on Feb 17, 2012
@h-lame Add simple field of view based on a radius around El Rogue.
Use a set of "foggy" objects that inherit from the renderer, tileset and tile to do this.  Renderers now share the tileset across renders.
@h-lame Now that we share tilesets between renders we need to turn off wizard…
…s. Might as well store that state on the wizard and render them appropriately. (Might be a bit slow)
Commits on Feb 22, 2012
@h-lame Add a title screen to the game (after we've chosen the dungeon). 7d3e574
@h-lame Quick script to render out examples of the fonts in artii so I can ch…
…oose a "good" one for banners.
@h-lame Final set of wizards on the night. 7f3ec5b
@h-lame Add a readme to let people know what it's all about. fc3f9ad
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