Commit Graph

13 Commits (5af9a6664e0e9f31ef4e20025f0f805a26b64d2b)

Author SHA1 Message Date
Zed A. Shaw 2e79cf8781 Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me. 2 weeks ago
Zed A. Shaw a6d83db20c Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. 2 weeks 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. 1 month ago
Zed A. Shaw 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 1 month ago
Zed A. Shaw be4d0d51de Two main GUI elements are placed for the left side status and the bottom combat UIs. 2 months ago
Zed A. Shaw 421cca308b Fixed player showing up as an enemy and did better map centering. 2 months ago
Zed A. Shaw abd843d5ec Very basic attack system. 2 months ago
Zed A. Shaw 6bca6d021e Sprite is now a component we can place on anything to render it. 2 months 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. 2 months ago
Zed A. Shaw 9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2 months 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. 2 months ago
Zed A. Shaw 56d67aba28 First hack to get a random gen map going. 2 months ago
Zed A. Shaw 2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2 months ago