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AgeCommit message (Collapse)AuthorFilesLines
2019-09-20 Describe what you see when you walk over itemsGriffin Smith1-1/+4
Every step the character takes, describe the entities at that position excluding the character.
2019-09-20 Add the beginnings of a prompt systemGriffin Smith1-1/+3
Add the beginnings of a generic prompt system, with exclusive support atm for string prompts, and test it out by asking the character for their name at startup
2019-09-19 Add items and inventoryGriffin Smith1-1/+6
Add a new "Item" entity, which pulls from the previously-existent ItemType raw, and add a "PickUp" command which takes the (currently *only*) item off the ground and puts it into the inventory.
2019-09-15 Progressively reveal the map to the playerGriffin Smith1-1/+6
As the character walks around the map, progressively reveal the entities on the map to them, using an algorithm based on well known circle-rasterizing and line-rasterizing algorithms to calculate lines of sight that are potentially obscured by walls.
2019-09-13 Place the chacracter in the level at startup timeGriffin Smith1-1/+3
Randomly select a position in the largest contiguous region of the generated level in which to place the character at startup time.
2019-09-09 Convert generated levels to wallsGriffin Smith1-3/+7
Add support for converting generated levels to walls, and merge one into the entity map at the beginning of the game. There's nothing here that guarantees the character ends up *inside* the level though (they almost always don't) so that'll have to be slotted into the level generation process.
2019-09-07 Add cellular-automata cave generatorGriffin Smith1-1/+14
Add a cellular-automata-based cave level generator, plus an optparse-applicative-based CLI for invoking level generators in general.
2019-09-02 Put a test gormlak on the screenGriffin Smith1-1/+3
Implement a concrete "Creature" entity, and place one on the screen at the game startup for testing. This revealed a bug with drawing when getting the maximum entity position, but that appears to be fixed now (yay)
2019-09-02 Add raws, loaded statically from a folderGriffin Smith1-1/+9
Add raw types with support for both creatures and items, loaded statically from a "raws" folder just like in the Rust version.
2019-09-02 Link up messages to the overall gameGriffin Smith1-1/+3
Add a "say" function for saying messages within an app monad to the user, and link everything up to display them and track their history
2019-09-01 Implement messagesGriffin Smith1-10/+54
Implement messages almost the same as in the Rust version, only with YAML instead of TOML this time, and a regular old mustache template instead of something handrolled. Besides that, pretty much everything here is the same.
2019-08-31 Add entities, and allow walking aroundGriffin Smith1-7/+37
Add support for entities via a port of the EntityMap type, and implement command support starting at basic hjkl.
2019-08-25 An @-sign in a box, in haskellGriffin Smith1-0/+113
Initial commit of a Haskell version of Xanthous, written using Brick and built with Nix. This is so much nicer and so much easier