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raycaster
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28 Commits (7c90eb6da1606bc8f87d805f1d5aecf76c1e5cdc)
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Zed A. Shaw
7c90eb6da1
GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there.
2 days ago
Zed A. Shaw
1780a758b3
Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs.
2 days ago
Zed A. Shaw
8a1f42c0f1
RitualUI is now ritual::UI and uses a FSM to coordinate its activities.
5 days ago
Zed A. Shaw
57e042e786
Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
3 weeks ago
Zed A. Shaw
7186c2ecb0
I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
3 weeks ago
Zed A. Shaw
72951f308f
Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
1 month ago
Zed A. Shaw
322797f787
Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
1 month ago
Zed A. Shaw
6c9016eb0f
After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
2 months ago
Zed A. Shaw
65c9e4b0c6
Initially implemented 'ritual blanket' UI for the crafting of rituals in combat.
2 months ago
Zed A. Shaw
263b7741f6
The ritual UI is now in its own thing, but not hooked up yet.
2 months ago
Zed A. Shaw
f1cc9f86c1
Very early prototype of the ritual crafting UI, but it needs its own thing.
2 months ago
Zed A. Shaw
64807174c0
Initial idea for the boss fight UI but it's just a temporary holder for now.
2 months 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.
2 months ago
Zed A. Shaw
29e6d45dc6
Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
2 months ago
Zed A. Shaw
dfd59065f7
Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.
2 months ago
Zed A. Shaw
0878a9e978
Refactored inventory some so that the UI is not so knowing of the internals.
2 months ago
Zed A. Shaw
e0e7a1027c
Inventory system basically works now but is in a alpha hack stage. Time to refactor.
2 months ago
Zed A. Shaw
b7f49aa719
Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them.
2 months ago
Zed A. Shaw
389690e5c3
Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
2 months ago
Zed A. Shaw
b43553a563
Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
2 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.
2 months ago
Zed A. Shaw
f3e1413022
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
2 months ago
Zed A. Shaw
6447f86954
Status UI now fakes a kind of 'hot bar' inventory display.
3 months ago
Zed A. Shaw
f10498425e
Make the FPS/debug output render in a better place and not so in your face.
3 months ago
Zed A. Shaw
bfe0d797c8
Status UI now has a log and some buttons.
3 months ago
Zed A. Shaw
3a6ba8445a
Added a Background guecs component.
3 months ago
Zed A. Shaw
d2700d2928
You now have blood on your screen when below half health.
3 months ago
Zed A. Shaw
9b3b81683a
Separate out the major UIs to get ready for their development, and enable debug button.
3 months ago