adding the codebase
fixed a bug where the map was red
Very primitive implementation for the entire program. For this commit, game assets update on their own tick-step (which needs to be threaded) and the player's input does not affect the game's tick-step, i.e. the player doesn't advance the A.I.'s next event.
issue where the previous coordinates weren't getting the right tile due to bad offset
primitive movement AI
adding the game class to handle drawing, updating, and all of that
a non-compiling commit for version control
The dungeon class now holds all the information about the current dungeon like monsters, the map, etc.
adding this makefile because compiling with SDL on OSX is a pain in the ass and I keep forgetting all the frameworks and links I need plus that stupid SDLMain.m file
adding the curses src
source for SDL graphics version on the game
fixed some commit mistakes
And we've gone full-circle: primitive entity movement AI, but this time with primitive graphics
Adding some implementations for SDL in the future
This is starting to look like an actual application
added the binary and files to run it
added animation states and movement
64x64 pixel sprites instead of 32x32
.png sprites and vi movement
added SDL_image to the makefile