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raycaster
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47 次代码提交 (029a0f86aefe73656242090c65d51e87c9ed9aab)
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Zed A. Shaw
3dc70c3af6
This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
1 个月前
Zed A. Shaw
dd463d7d6e
Did a bunch of pixelation tests and I think this is the best setup so far.
2 个月前
Zed A. Shaw
931d9493d2
The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
2 个月前
Zed A. Shaw
2ceab51c40
A really shitty ritual crafting UI is working but needs a big reshape.
2 个月前
Zed A. Shaw
5ffa3b0d1e
Everyone is on fire temporarily.
3 个月前
Zed A. Shaw
c7c48658bd
Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
3 个月前
Zed A. Shaw
c014e65c13
Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost.
3 个月前
Zed A. Shaw
2e79cf8781
Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
4 个月前
Zed A. Shaw
acbf384e2a
Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move.
4 个月前
Zed A. Shaw
c4611c0138
Right before coverage destroys everything.
4 个月前
Zed A. Shaw
75db188dc6
AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health.
4 个月前
Zed A. Shaw
ad71631809
Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System.
4 个月前
Zed A. Shaw
8b414c13e6
Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
4 个月前
Zed A. Shaw
ca18422930
BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
4 个月前
Zed A. Shaw
a3f6ba3c03
Refactored the bossfight_ui so it will work with any description of a boss fight.
4 个月前
Zed A. Shaw
43835da88f
Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
4 个月前
Zed A. Shaw
b3b8cbbeee
Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
4 个月前
Zed A. Shaw
033358749f
Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
4 个月前
Zed A. Shaw
2d790c5986
Boss fight looking better, but I need to get this bounce animation in the main game fights.
4 个月前
Zed A. Shaw
25d782df6d
Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
4 个月前
Zed A. Shaw
a8ae6df13b
Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds.
4 个月前
Zed A. Shaw
b75a2b8c31
Add the rat king.
4 个月前
Zed A. Shaw
1886c99920
A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
5 个月前
Zed A. Shaw
e0e7a1027c
Inventory system basically works now but is in a alpha hack stage. Time to refactor.
5 个月前
Zed A. Shaw
fa6311f10c
Add an ability to mark the main UI dirty so that it forces a render at specific times.
5 个月前
Zed A. Shaw
806f8e4e1a
Make enemies always twitch forward a bit, even if they have animation frames.
5 个月前
Zed A. Shaw
3720340ab7
Have a really bad walking sound.
5 个月前
Zed A. Shaw
20cbc3a21c
Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
5 个月前
Zed A. Shaw
83df9ff03b
Super awesome twitchy animation for axe guy.
5 个月前
Zed A. Shaw
80a0f2ba75
Basic simple animations where the enemies just move forward.
5 个月前
Zed A. Shaw
947ccbe180
A simple config loader test.
5 个月前
Zed A. Shaw
b43553a563
Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
5 个月前
Zed A. Shaw
0199248354
New axe wielding ranger for you to kill.
5 个月前
Zed A. Shaw
e04c03b381
Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting.
5 个月前
Zed A. Shaw
615599084a
Bring in a spider enemy.
5 个月前
Zed A. Shaw
7c1f05c801
Combat UI is alright but need to now make a few common widgets.
5 个月前
Zed A. Shaw
e7e0df6b70
New rat enemy.
5 个月前
Zed A. Shaw
d2700d2928
You now have blood on your screen when below half health.
5 个月前
Zed A. Shaw
583ad6d9c5
Create a bunch of textures for sprites in the game.
5 个月前
Zed A. Shaw
421cca308b
Fixed player showing up as an enemy and did better map centering.
5 个月前
Zed A. Shaw
abd843d5ec
Very basic attack system.
5 个月前
Zed A. Shaw
6bca6d021e
Sprite is now a component we can place on anything to render it.
5 个月前
Zed A. Shaw
0cbe20af35
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
5 个月前
Zed A. Shaw
27bb08d62c
Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data.
5 个月前
Zed A. Shaw
b6831b75a3
This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format.
5 个月前
Zed A. Shaw
9e91c71125
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
5 个月前
Zed A. Shaw
2daa1c9bd5
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
5 个月前