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This repository has been archived by the owner on May 9, 2019. It is now read-only.

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Q'inqu

Overview

[MIT] (https://github.com/mfpi/q-inqu/blob/development/LICENSE) for the code.

[Cute Creature Sprites] (https://github.com/mfpi/q-inqu/blob/development/data/dino.png) under [CC BY-SA 3.0] (http://creativecommons.org/licenses/by-sa/3.0/legalcode) by [Tamara Ramsay] (http://www.vectorgurl.com) (http://opengameart.org/content/cute-creature-sprites)

[Projectiles] (https://github.com/mfpi/q-inqu/blob/development/data/arrow.png) under [CC-BY 3.0] (http://creativecommons.org/licenses/by/3.0/legalcode) by Clink Bellanger (http://opengameart.org/content/projectiles)

Todo

Render

  1. World.hs - manage updates of render data (differentiate between static and dynamic data) add support for multiple layers clean api

  2. Define game controller: game wire <-> render wire (for screenshakes etc.) <-> input wire

  3. write DSLs for input/game editor actions/render switches DSLs control the different systems

  4. haskell to asp to haskell

  5. render points (particle systems) support switching shaders

  6. text rendering

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