Commit Graph

11 Commits (5db3d1a30672772c65db985e2002d86a0f06a4fb)

Author SHA1 Message Date
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. 16 hours ago
Zed A. Shaw 19682fd0bc Add the frame width/height to SpriteTexture. Closes #13 2 weeks ago
Zed A. Shaw d2a5dfa713 Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs. 1 month ago
Zed A. Shaw 3dc70c3af6 This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 1 month ago
Zed A. Shaw 931d9493d2 The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 2 months ago
Zed A. Shaw 8453e7c3b9 Map is back. 2 months ago
Zed A. Shaw 5cb74151f5 Remove more dead code from texturemgr. 2 months ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 2 months ago
Zed A. Shaw 4e7f837240 Cleanup of GUECS and the textures manager. 2 months ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 5 months ago
Zed A. Shaw 0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 5 months ago