Commit Graph

90 Commits (931d9493d2e6930564fd1af6c34e1d4b9d57eb81)

Author SHA1 Message Date
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. 1 week ago
Zed A. Shaw e015652f4c Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor. 1 week ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 1 week ago
Zed A. Shaw ea9f6bf383 Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. 1 week ago
Zed A. Shaw 96a585220b Raycaster now leaves colors that are above a threshold to have a 'glow' effect. 1 week ago
Zed A. Shaw e361984c40 Fixed a long standing bug I didn't realize where I did -1 on the map in the raycaster which made the textures not actually work. 1 week ago
Zed A. Shaw 90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. 2 weeks ago
Zed A. Shaw c97648ab3a Remove useless log messages and bring back the tests. 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 abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 4 weeks ago
Zed A. Shaw 4c03fe1ed3 Make the raycaster 'highlight' things you point at. 1 month ago
Zed A. Shaw 787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. 1 month ago
Zed A. Shaw 1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. 2 months ago
Zed A. Shaw 5ffa3b0d1e Everyone is on fire temporarily. 2 months ago
Zed A. Shaw 19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. 2 months ago
Zed A. Shaw 766b20f3f8 Rayview now uses the shader manager. 2 months ago
Zed A. Shaw 35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. 2 months ago
Zed A. Shaw a5b8e411e3 I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables. 2 months ago
Zed A. Shaw c7c48658bd Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor. 2 months 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 0a40135f5d Throw in the distance to mess with it later. 3 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 8b414c13e6 Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 3 months ago
Zed A. Shaw 033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. 3 months ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 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 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 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 fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 3 months ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 3 months ago
Zed A. Shaw 80a0f2ba75 Basic simple animations where the enemies just move forward. 3 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. 3 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. 3 months ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 3 months ago
Zed A. Shaw 3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 3 months ago
Zed A. Shaw 49a71e257e GUI for combat now works better and I can create sprites for things if I want. 3 months ago
Zed A. Shaw deb235dbc5 This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage. 4 months ago
Zed A. Shaw 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 4 months ago
Zed A. Shaw 90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 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 9c37960283 Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly. 4 months ago
Zed A. Shaw 2de4b43914 Remove this formula comment. #NOTE 4 months ago
Zed A. Shaw 51972b0c35 Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup. 4 months ago
Zed A. Shaw a4c13f7fc9 Maps are back and have color now. TileCell needs a rework. 4 months ago
Zed A. Shaw 3986e6978e Sprites now have a distance lighting calculation that's the same as the raycaster using a shader. 4 months ago
Zed A. Shaw a19bc47904 FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0. 4 months 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. 4 months ago
Zed A. Shaw 14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. 4 months ago
Zed A. Shaw d5301acab5 Sprite is no more, now using the position from the level's world. 4 months ago
Zed A. Shaw d0badedbd9 More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems. 4 months ago