Commit Graph

29 Commits (master)

Author SHA1 Message Date
Zed A. Shaw 54fbf22b6d We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing. 2 weeks ago
Zed A. Shaw 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 2 weeks ago
Zed A. Shaw b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2 weeks ago
Zed A. Shaw 0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 2 weeks ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2 weeks ago
Zed A. Shaw 3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 3 weeks ago
Zed A. Shaw 9c37960283 Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly. 4 weeks ago
Zed A. Shaw 51972b0c35 Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup. 4 weeks ago
Zed A. Shaw 3986e6978e Sprites now have a distance lighting calculation that's the same as the raycaster using a shader. 1 month ago
Zed A. Shaw d5301acab5 Sprite is no more, now using the position from the level's world. 1 month ago
Zed A. Shaw d0badedbd9 More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems. 1 month ago
Zed A. Shaw d6c09e111d Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems. 1 month ago
Zed A. Shaw 75ffb49a53 Clean up header includes. 1 month ago
Zed A. Shaw 1d3a76e5ee Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. 1 month ago
Zed A. Shaw 976822ceb6 Mostly working junk camera that can do turnbased lerp smooth motion. 1 month ago
Zed A. Shaw cbf0955786 Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too. 1 month ago
Zed A. Shaw a67d25ee10 Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly. 1 month ago
Zed A. Shaw 071808a0f8 Playing around with shaders for effects on the scene. 1 month ago
Zed A. Shaw b87217ff90 Have a barely working animation thing that animates the evil eye when you click a button. 1 month ago
Zed A. Shaw 51858ea399 Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work. 1 month ago
Zed A. Shaw 7a74877849 Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 2 months ago
Zed A. Shaw adfb6367d7 Finished the first pass of moving everything around and cleaning up as much as possible. 2 months ago
Zed A. Shaw 2dfe5417b1 More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned. 2 months ago
Zed A. Shaw c9d4b7ed1e Sprite rendering cleanup started. 2 months ago
Zed A. Shaw 033d5cdfec More cleanup, mostly removing variables and simplifying the math. 2 months ago
Zed A. Shaw 113df851af Way better in the structure but still a lot of work to do. However, just by moving variables to better locations, taking things out of loops that don't need to be recalulated, etc. this is already 50% of the CPU/GPU usage as the previous version. 2 months ago
Zed A. Shaw e379bcd5ec Next step in the refactoring with everything in a different file and running. The bug from the previous commit was due to the pixel buffer making the Raycaster object too large for the stack. If you get __chkstk_ms then you used too much stack. 2 months ago
Zed A. Shaw d230b152cf BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic? 2 months ago