Commit Graph

10 Commits (467a26628cc8074d9daf6ac28687e737934bd2ff)

Author SHA1 Message Date
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 weeks 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. 2 months 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. 2 months ago
Zed A. Shaw a19bc47904 FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0. 2 months ago
Zed A. Shaw 1973a7a1df GUI MOVE state is now cleaner and the camera is more consistent. 2 months 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. 2 months 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. 2 months ago
Zed A. Shaw 7228bdf210 Trying out an FSM for controlling the main loop. 2 months ago
Zed A. Shaw 740e30cb2b Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it? 3 months ago
Zed A. Shaw 48ac6603a8 Implement a little junk camera on its own that we can use later for movement and views. 3 months ago