Commit Graph

11 Commits (9bf6926dc3835135f90d97ffea07d49defd28504)

Author SHA1 Message Date
Zed A. Shaw 9bf6926dc3 A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck. 1 day ago
Zed A. Shaw 9c02fb846b Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78. 2 days ago
Zed A. Shaw 23ead1f0ca SpatialMap now has a full test suite and that helped find some bugs. 3 days ago
Zed A. Shaw f26189c696 SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision. 4 days ago
Zed A. Shaw b193bab148 Add in the tests from finding the bug in spatial map. 5 days ago
Zed A. Shaw d6326c9e41 Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea. 7 days ago
Zed A. Shaw 6e363ba78d Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right. 5 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. 5 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. 6 months ago
Zed A. Shaw cbf0955786 Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too. 6 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. 6 months ago