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raycaster
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31 Commits (51972b0c35d28342b9a4856ef0859a415ea04285)
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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.
4 weeks ago
Zed A. Shaw
a4c13f7fc9
Maps are back and have color now. TileCell needs a rework.
4 weeks ago
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.
4 weeks ago
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.
4 weeks ago
Zed A. Shaw
a69be90464
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
4 weeks ago
Zed A. Shaw
9e91c71125
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
4 weeks ago
Zed A. Shaw
d798d154ae
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
1 month ago
Zed A. Shaw
25ad9b51f8
Really crappy minimap now displays.
1 month ago
Zed A. Shaw
4b18b21861
Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window.
1 month ago
Zed A. Shaw
14128ab10f
Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
1 month ago
Zed A. Shaw
a67d25ee10
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
1 month ago
Zed A. Shaw
9e3e347e4a
Fix a typo.
1 month ago
Zed A. Shaw
56d67aba28
First hack to get a random gen map going.
1 month ago
Zed A. Shaw
2daa1c9bd5
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
1 month ago
Zed A. Shaw
071808a0f8
Playing around with shaders for effects on the scene.
1 month ago
Zed A. Shaw
b87217ff90
Have a barely working animation thing that animates the evil eye when you click a button.
1 month ago
Zed A. Shaw
51c1e04f61
Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
1 month ago
Zed A. Shaw
6ed57cd4a8
Closer to what I want for sprite loading but still needs more work.
1 month ago
Zed A. Shaw
51858ea399
Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
1 month ago
Zed A. Shaw
0882851b3f
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
Zed A. Shaw
5e6f95513c
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
Zed A. Shaw
d397c02d38
You can now stab stuff with a sword.
2 months ago
Zed A. Shaw
ad38f575a3
Now the sprites are rendered in the 3d scene with just SFML sprites.
2 months ago
Zed A. Shaw
da7075864b
Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
2 months ago
Zed A. Shaw
15a2a69ac1
Made a seamless wood wall and tried it but back to brick.
2 months ago
Zed A. Shaw
5305aea077
Fixed up the floor and ceiling textures to not have seams.
2 months ago
Zed A. Shaw
fdc5931b96
Added a ceiling worm enemy for fun but not really that good.
2 months ago
Zed A. Shaw
ce1476b117
Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels.
2 months ago
Zed A. Shaw
cf9682ed70
Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
2 months ago
Zed A. Shaw
adfb6367d7
Finished the first pass of moving everything around and cleaning up as much as possible.
2 months ago
Zed A. Shaw
8eae4b9420
Reworked the files before the big cleanup of the code.
2 months ago