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Currently uses the DOM which works well in some browsers but not others (like Firefox). If we implement a webGL alternative it would probably perform better in all webGL enabled browsers. This would b…
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when attempting to update a full console worth of graphical tiles (80x40 of 8x8 tiles) using colorized mode, I am getting really bad framerates, somewhere on the order of 700ms per frame. You can see …
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Looking at the documentation, the Dijkstra routine for rot.js seems to accept a starting position and an ending position (among other things) and tells you the path between the two. I think this could…
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Hello @ondras,
I implemented a replay-mode in my game. Therefore I store the seed of the game into the database together with the sequence of all the keystrokes of the player. The replay works quit…
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Hey! I wanted to open a conversation about modernizing the rot.js codebase to make it a bit more maintainable, and potentially more welcoming to contributors too.
From reading the code over I think…
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Hello.
I tried Rotjs with Webpack in a new project, but I think that the build on npm for version 0.63 is broken (version 0.62 works fine).
Loading a bundle with Rotjs in it in the browser resul…
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Currently the contents of a cell is indicated by a number value: 0 for floors and 1 for walls.
Doors are sometimes represented by a 2, but aren't usually included with those 1s and 0s (passed to du…
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The array functions "Array.prototype.random" and "Array.prototype.randomize" are causing blocking issues when using ROT with other libraries. One example is the Babylon WebGL engine, but I have encoun…
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We should fix the following warning from the `scalac`:
> Добавил scalacOptions ++= Seq("-deprecation", "-unchecked", "-feature") -- получил
>
> ```
> [warn] /home/ingvar/Projects/Keter/src/main/scal…
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I'm very interested in using some classic rogue tilesets with Rot.js. Because rot.js is already using canvas and drawing letters into it, it looks to me that supporting blits from a sprite sheet shoul…