Rogue C# – Better Graphics through the TextRenderer Class
In this update, I’m ditching the monochrome map and adding some color graphics on the map with text drawing via the TextRenderer class.
Because technology should be the means, not the end.
The arts are not a way to make a living. They are a very human way of making life more bearable. Practicing an art, no matter how well or badly, is a way to make your soul grow, for heaven’s sake. Sing in the shower. Dance to the radio. Tell stories. Write a poem to a friend, even a lousy poem. Do it as well as you possibly can. You will get an enormous reward. You will have created something.
Kurt Vonnegut, A Man Without a Country
In this update, I’m ditching the monochrome map and adding some color graphics on the map with text drawing via the TextRenderer class.
It’s been a few years since the last report from the Rogue C# project and the dungeon retains its mysteries. Time to dust off the project notes and find what awaits discovery.
As part of my return to C#, I decided to review EntityFramework Core, the Object Relational Mapper (ORM) that makes it so much easier to pass data between your database and a .NET program. After wading through documentation, trying to put the basics together, I decided to do a short video on it as part…
Read More “Latest Project: EntityFramework C# Demo with SQLite” »
It’s been too long I dived back into C# this past week by revisiting one of my old projects – the web log viewer that I used to review the server logs for my website. It had previously been done in the .NET Framework 4.something and I wanted a new version that would handle a…
Several years ago, during my short time as a programming instructor, I came up with an assignment for the students where I asked them to create a financial calculator that would calculate mortgage statistics and savings accumulated with compound interest. Of course, I designed my own version and posted it to Github. While looking over…
Read More “C# Project Review – Mortgage and Savings Calculations” »
Coming back around to the inventory side of the game, I decided to add some extra variety to the available items, starting with the scrolls and potions.
For this update, I decided to knock out a couple of quick features – the Play Again feature and the spawning of new monsters mid-level. A couple of bugs got squashed along the way.
The game has a solid foundation and now we start building on it. There are still a lot of features to finish and bugs to work out along the way, especially the individual inventory items that will help the player survive in the dungeons.
After cleaning up from the program refactoring, I decided to complete the programming on the player stats. Then things got real when the monsters started fighting back.
Evolution is often a difficult process and our program is definitely evolving. In this chapter, we bring the monsters to life and deal with a major refactoring of code as the need to store data increases.