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learn-code-the-hard-way
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raycaster
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Commit Graph
29 Commits (8453e7c3b9f1e787d8ef560e8dd50571c543623d)
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SHA1
Message
Date
Zed A. Shaw
8453e7c3b9
Map is back.
1 week ago
Zed A. Shaw
af2947c50a
Simple styling of the rooms done.
1 week ago
Zed A. Shaw
3a745d492a
Refactored out the tilemap since it was mostly doing nothing useful.
1 week ago
Zed A. Shaw
c0d668fb0b
Played around with a circular map real quick.
1 week ago
Zed A. Shaw
9dcc2036aa
Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
1 week ago
Zed A. Shaw
4eaf3c35d6
Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
2 weeks ago
Zed A. Shaw
5f1a453fb4
Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
2 weeks ago
Zed A. Shaw
20f03731e5
Cleaned up the maze placement so that I can have mazes without rooms and with other features.
2 weeks ago
Zed A. Shaw
33cd490ed3
Playing with maze gen again.
2 weeks ago
Zed A. Shaw
ac252bf09d
Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
2 weeks ago
Zed A. Shaw
a0b785cb2a
Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
2 weeks ago
Zed A. Shaw
0f8e61797f
Now using a hunt-and-kill maze algorithm.
2 weeks ago
Zed A. Shaw
7a0b2f988d
Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
2 weeks ago
Zed A. Shaw
bc557652ba
The player now has some starting items to craft a first weapon, and it is craftable in the UI.
1 month ago
Zed A. Shaw
00c28f47eb
Rituals are now being added a belt on the player in a temp function in LevelManager.
1 month 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.
2 months ago
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 months 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.
3 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.
3 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.
3 months ago
Zed A. Shaw
be4d0d51de
Two main GUI elements are placed for the left side status and the bottom combat UIs.
4 months ago
Zed A. Shaw
421cca308b
Fixed player showing up as an enemy and did better map centering.
4 months ago
Zed A. Shaw
abd843d5ec
Very basic attack system.
4 months ago
Zed A. Shaw
6bca6d021e
Sprite is now a component we can place on anything to render it.
4 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.
4 months ago
Zed A. Shaw
9e91c71125
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
4 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.
4 months ago
Zed A. Shaw
56d67aba28
First hack to get a random gen map going.
4 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.
4 months ago