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167 次程式碼提交 (056b0b307b0ac515fda5984270e29b11f890494e)
作者
SHA1
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日期
Zed A. Shaw
fb064ffbf1
Loot boxes now have ritual items and you can click on them, or the enemy just dies.
2 週前
Zed A. Shaw
7fc32b0248
Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
4 週前
Zed A. Shaw
af933c827a
Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground.
4 週前
Zed A. Shaw
86eabed3db
Now when you loot an item the loot UI works.
4 週前
Zed A. Shaw
d6c5a89251
Fix the last few loot bugs before actually implementing the data model for inventory and loot.
4 週前
Zed A. Shaw
e8199a973c
Fix up the healing potion so it looks more like a healing potion.
1 個月前
Zed A. Shaw
d2a5dfa713
Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
1 個月前
Zed A. Shaw
dc8648016d
Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
1 個月前
Zed A. Shaw
3dc70c3af6
This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
1 個月前
Zed A. Shaw
31df3fe7a3
Better light ceiling and floor tiles.
1 個月前
Zed A. Shaw
dd463d7d6e
Did a bunch of pixelation tests and I think this is the best setup so far.
1 個月前
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.
1 個月前
Zed A. Shaw
e015652f4c
Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
1 個月前
Zed A. Shaw
af2947c50a
Simple styling of the rooms done.
1 個月前
Zed A. Shaw
3a745d492a
Refactored out the tilemap since it was mostly doing nothing useful.
1 個月前
Zed A. Shaw
ea9f6bf383
Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::.
1 個月前
Zed A. Shaw
f45dbe8c48
Ready to refactor the tilemap so I can stylize different parts of the maps generated.
2 個月前
Zed A. Shaw
96a585220b
Raycaster now leaves colors that are above a threshold to have a 'glow' effect.
2 個月前
Zed A. Shaw
c0d668fb0b
Played around with a circular map real quick.
2 個月前
Zed A. Shaw
9dcc2036aa
Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
2 個月前
Zed A. Shaw
90c37fe4c9
Fixing up how rotation works with combat and then making the lighting better.
2 個月前
Zed A. Shaw
4eaf3c35d6
Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
2 個月前
Zed A. Shaw
33cd490ed3
Playing with maze gen again.
2 個月前
Zed A. Shaw
ac252bf09d
Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
2 個月前
Zed A. Shaw
0eb245d113
Working on a better character view.
2 個月前
Zed A. Shaw
8a3046e141
The colors and other theme elements can be configured in assets/config.json
2 個月前
Zed A. Shaw
edf10c976a
Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
2 個月前
Zed A. Shaw
2ceab51c40
A really shitty ritual crafting UI is working but needs a big reshape.
2 個月前
Zed A. Shaw
14619558fa
Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.
2 個月前
Zed A. Shaw
1a9e068d02
Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
2 個月前
Zed A. Shaw
bc557652ba
The player now has some starting items to craft a first weapon, and it is craftable in the UI.
2 個月前
Zed A. Shaw
292711f91f
Prep for the actually making ritual crafting work.
2 個月前
Zed A. Shaw
ad1d08ca96
There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
2 個月前
Zed A. Shaw
dac9b1b3de
rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
2 個月前
Zed A. Shaw
2fb1687997
Now have sounds and shaders working on the button for each of the different elements.
2 個月前
Zed A. Shaw
30997cbff5
Test rituals are now configurable in assets/config.json
3 個月前
Zed A. Shaw
ebb69dd589
Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though.
3 個月前
Zed A. Shaw
17d30e2ed2
Add a dump function and clean up some data.
3 個月前
Zed A. Shaw
5d924c764f
Rituals can now be configured to have a kind and an element based on the results.
3 個月前
Zed A. Shaw
a342c53b02
RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
3 個月前
Zed A. Shaw
58981fd8ed
Setting up to have a fire attack and lightning attack.
3 個月前
Zed A. Shaw
1b4f55804c
The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
3 個月前
Zed A. Shaw
5ffa3b0d1e
Everyone is on fire temporarily.
3 個月前
Zed A. Shaw
467a26628c
Wrong shader.
3 個月前
Zed A. Shaw
137dcc1f30
Missing resources.
3 個月前
Zed A. Shaw
2ecef8d9f9
Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
3 個月前
Zed A. Shaw
7186c2ecb0
I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
3 個月前
Zed A. Shaw
08bc48df3d
GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want.
3 個月前
Zed A. Shaw
766b20f3f8
Rayview now uses the shader manager.
3 個月前
Zed A. Shaw
35ced58cc9
Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
3 個月前
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