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raycaster
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Commit Graph
3 Commits (0674908e493a6164100917708ad935551aa845ba)
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SHA1
Message
Date
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 week ago
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 weeks ago
Zed A. Shaw
8545b8cf1d
Simple Loot UI started.
4 weeks ago
Zed A. Shaw
438bd8ab8a
Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over.
1 month ago
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.
2 months ago
Zed A. Shaw
e6a8a8b338
Fixed the map so that it shows directional arrows instead of a compass.
2 months ago
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.
2 months ago
Zed A. Shaw
e18aeaf05c
Bring back a simple blood splatter texture.
2 months ago
Zed A. Shaw
07ce8a4148
New debug_ui that shows perf data, other debug info, and allows spawning enemies.
2 months ago
Zed A. Shaw
72951f308f
Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
2 months ago
Zed A. Shaw
322797f787
Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
3 months ago
Zed A. Shaw
e1f9942da3
Mostly working OSX build options, but it crashes on close with a thread error.
3 months ago
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.
3 months ago
Zed A. Shaw
e020f25dd1
Move the compass to the left so that enemies don't have N on their head.
3 months ago
Zed A. Shaw
a0c0308461
More boss fight UI done and a bit of ambient sound working.
3 months ago
Zed A. Shaw
64807174c0
Initial idea for the boss fight UI but it's just a temporary holder for now.
3 months ago
Zed A. Shaw
14c7f660de
Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
3 months ago
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.
3 months ago
Zed A. Shaw
e9accf14e6
Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
3 months ago
Zed A. Shaw
5179709e3c
Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
3 months ago
Zed A. Shaw
29e6d45dc6
Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
3 months ago
Zed A. Shaw
fa6311f10c
Add an ability to mark the main UI dirty so that it forces a render at specific times.
3 months 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.
4 months ago
Zed A. Shaw
f3e1413022
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
4 months ago
Zed A. Shaw
6c1d851e85
A bit more cleaning up of the gui and fsm, probaby done.
4 months ago
Zed A. Shaw
dd4f77a106
More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay.
4 months ago
Zed A. Shaw
23ed1594f2
More refactoring of the FSM to MainUI. Move the overlay out and some more.
4 months ago
Zed A. Shaw
a7a60ad35c
Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb.
4 months ago