Commit Graph

10 Commits (a4a4389281164d1a96b0b1169409f48d0d43df38)

Author SHA1 Message Date
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. 4 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. 5 days ago
Zed A. Shaw 569d04725a This is the cause of the bug where going to the next level caused things to disappear. What happened is that on next level this code was adding the player but _not_ adding them to collision. Then when the player moved the spatialmap would remove them, see they're technically 'no collision' and then add them back in without collision. 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 fd53f92fe6 Prep for fixing the spatialmap to allow for entities without collision to still be in the space. 1 week 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