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learn-code-the-hard-way
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raycaster
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Commit Graph
28 Commits (4bf9a9177fb846dcc4d59cfde38fd493e2b200e4)
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SHA1
Message
Date
Zed A. Shaw
a20d701096
Rename to GameDB and GameDB::Level.
5 days ago
Zed A. Shaw
a83ee77eea
levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
6 days ago
Zed A. Shaw
b9209beddd
Better error when you have duplicate map icons.
2 weeks ago
Zed A. Shaw
d93bc1615c
Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue
#16
in quecs.
1 month ago
Zed A. Shaw
ff7111b006
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly.
Closes
#2
.
1 month ago
Zed A. Shaw
973495b687
Map now has a color theme rather than random colors.
1 month ago
Zed A. Shaw
f4fa50a413
Colors are now being loaded from assets/palette.json
1 month ago
Zed A. Shaw
75646619b3
Map now displays and works, just need to refine the colors and the compass directions.
1 month ago
Zed A. Shaw
3b06105813
Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
1 month ago
Zed A. Shaw
5db3d1a306
Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
2 months ago
Zed A. Shaw
5e01eb29a9
There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
2 months ago
Zed A. Shaw
b2a6262964
Now have background color for the sprites used in the maps.
2 months ago
Zed A. Shaw
b16ca3fd65
I now have hacked in basic color for the wall tiles but not enemies and items.
2 months ago
Zed A. Shaw
b2d0b0ee4c
Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
2 months ago
Zed A. Shaw
2c011079a8
I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
2 months ago
Zed A. Shaw
cfefffe1cc
I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
2 months ago
Zed A. Shaw
40611d4d54
Crop the map sprite so it's not bigger than necessary.
2 months ago
Zed A. Shaw
04b3cf3f16
Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
2 months ago
Zed A. Shaw
d6e2b64140
icongen now makes a sprite sheet for the map which should be easier to work with.
2 months ago
Zed A. Shaw
dbc2000434
Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.
2 months ago
Zed A. Shaw
bf8a2dc0c5
Simple quick way to do different attacks that play different shaders.
4 months ago
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.
4 months ago
Zed A. Shaw
5ffa3b0d1e
Everyone is on fire temporarily.
4 months ago
Zed A. Shaw
80b4faf940
Added a screen size parameters to the fragviewer.
5 months ago
Zed A. Shaw
576110ea44
Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
5 months ago
Zed A. Shaw
724d3edb61
Wrote my own quick and dirty fragment shader viewer.
5 months ago
Zed A. Shaw
07ce8a4148
New debug_ui that shows perf data, other debug info, and allows spawning enemies.
5 months ago
Zed A. Shaw
4f090159ab
Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
5 months ago