View source
CompleteTutorial
  • Contributors
    1. Loading...
Author Commit Message Date Builds
Faron Bracy
Upgrade to lasted version of OpenTK
Faron Bracy
Switched more colors to swatch colors
Faron Bracy
Use my colors instead of RLcolors
Faron Bracy
Upgrade to RogueSharp v3
Faron Bracy
Switch back to using RogueSharp 3.0pre
Faron Bracy
Extract private helper methods from command system public methods
Faron Bracy
Fix bug where gold wasn't rendered after monsters dropped it
Faron Bracy
Fix a bug where items would disppear when inventory was full
Faron Bracy
Using global Rnadom from game class
Faron Bracy
Moving systems to Game as static globals
Faron Bracy
Bugfix - forgot to override UseItem
Faron Bracy
Refactor renamed a few systems
Faron Bracy
Refactoring - moving core classes into folder
Faron Bracy
Major refactoring - interface for treasure with a pickup method - drawable interface requires a draw method - base class for items
Faron Bracy
+ interfaces for actor and equipment
Faron Bracy
Renamed services to systems
Faron Bracy
Adjusted namespaces
Faron Bracy
Generate and place items in rooms when building dungeons
Faron Bracy
Add armor scroll
Faron Bracy
Add teleport scroll
Faron Bracy
Renamed Behavior folder to be plural
Faron Bracy
+ whetstone item
Faron Bracy
+ wand of destruction
Faron Bracy
Fix bug - require render after monster acts
Faron Bracy
Adjust inventory colors
Faron Bracy
+ Reveal map scrolls
Faron Bracy
Hooking up healing potions and item usage with numbers
Faron Bracy
Item placeholders
Faron Bracy
Add lightning bolt ability and line targeting
Faron Bracy
Add fireball ability and location targeting
Faron Bracy
Add ability creation service
Faron Bracy
Get rid of method on pool that can return multiple reference to an object
Faron Bracy
Adding targeting service and magic missile ability
Faron Bracy
Fix bug where abilities didn't work on any level except first
Faron Bracy
Add new colors to swatch
Faron Bracy
Create Pool class to get random things from a table
Faron Bracy
Add new ability for revealing the map
Faron Bracy
Add ability base class and heal ability
Faron Bracy
Finished hooking up whirlwind ability
Faron Bracy
+ placeholder ability system
Faron Bracy
New monster type - Ooze - splits when hit
Faron Bracy
Goblins can now shout for help and alert their friends
Faron Bracy
After so many turns of being alerted check FoV again
Faron Bracy
Utilize the IsAlerted flag so alert monsters track player
Faron Bracy
Once goblins spend enough time running they stop and fully heal
Faron Bracy
Made SetIsWalkable public
Faron Bracy
Adding behaviors goblins run away when injured
Faron Bracy
Monsters have their own classes that inherit from base class
Faron Bracy
Have monsters drop equipment on death if they have any
Faron Bracy
Needs fixup - pickup equipment
Faron Bracy
Moved all actors into folder
Faron Bracy
Move all interfaces into folder
Faron Bracy
Move all equipment classes into folder
Faron Bracy
Move create methods to ActorCreationService
Faron Bracy
Moved the MoveMonster method to CommandService
Faron Bracy
Moved the MovePlayer method to CommandService
Faron Bracy
Made more generic method SetActorPosition
Faron Bracy
Should not have made player public
Faron Bracy
Move ActivateMonsters and PerformAction to CommandService
Faron Bracy
Moved services into their own folder and namespace
Faron Bracy
Rename DungeonMapCreationStrategy to MapCreationService
Faron Bracy
Rename MonsterMaker to ActorCreationService
Faron Bracy
Rename CombatManager to CommandService
Faron Bracy
Actors can have equipment
Faron Bracy
Rename IActor to IHasStats
Faron Bracy
Rename ActorSchedule to ScheduleService
Faron Bracy
Ability to descend stairs
Faron Bracy
Adding inventory display
Faron Bracy
+ monster maker
Faron Bracy
+ combat manager
Faron Bracy
+ ability for monsters to drop gold gold can be picked up by the player also did some refactoring
Faron Bracy
When a monster doesn't have a path it waits
Faron Bracy
+ awareness stat on actors for compute FOV
Faron Bracy
Recursively call ActivateMonsters
Faron Bracy
Monsters now move and attack Added simple scheduler for determining whose turn it is Updated RogueSharp because I disliked how pathfinding was working Slow as it tries to take action for all monsters
Faron Bracy
Remove monsters when health falls below 0
Faron Bracy
Ensure that a room has free space before placing a monster Also make sure that the space isn't occupied by another monster
Faron Bracy
Add between 1 and 4 monsters per room
Faron Bracy
Draw monster's health as a bar
Faron Bracy
Draw monster stats
Faron Bracy
Set some player stats
Faron Bracy
Don't render a wall on a monster's cell out of FoV
Faron Bracy
Refactored extracted private helper to set isWalkable
Faron Bracy
Make sure that a player's cell is not walkable
Faron Bracy
Make sure that a monster's cell is not walkable
Faron Bracy
Moved player related functions from Game to DungeonMap class
Faron Bracy
Moved player from game to dungeonmap class
Faron Bracy
Don't draw monsters when they are not in field of view
Faron Bracy
Move classes to their own files
Faron Bracy
Make sure that monsters don't spawn in walls
Faron Bracy
Adding monsters to rooms
Faron Bracy
Update to version 3.0-pre of roguesharp
Faron Bracy
Stats
Faron Bracy
Stairs and messages
Faron Bracy
Refactoring rendering
Faron Bracy
Field of View
Faron Bracy
Open and close doors
Faron Bracy
WIP 2
Faron Bracy
WIP
Faron Bracy
Part1Graphics