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2019-09-28 Implement the start of creature AIGriffin Smith1-4/+12
Add a Brain class, which determines for an entity the set of moves it makes every step of the game, and begin to implement that for gormlaks. The idea here is that every step of the game, a gormlak will move towards the furthest-away wall it can see.
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