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raycaster
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Commit Graph
31 Commits (b3b8cbbeeebe88f06061d514962254741e06f9b2)
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Message
Date
Zed A. Shaw
b3b8cbbeee
Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
1 week 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.
1 week ago
Zed A. Shaw
2d790c5986
Boss fight looking better, but I need to get this bounce animation in the main game fights.
1 week ago
Zed A. Shaw
25d782df6d
Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
1 week ago
Zed A. Shaw
a8ae6df13b
Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds.
1 week ago
Zed A. Shaw
b75a2b8c31
Add the rat king.
2 weeks ago
Zed A. Shaw
1886c99920
A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
2 weeks ago
Zed A. Shaw
e0e7a1027c
Inventory system basically works now but is in a alpha hack stage. Time to refactor.
2 weeks ago
Zed A. Shaw
fa6311f10c
Add an ability to mark the main UI dirty so that it forces a render at specific times.
2 weeks ago
Zed A. Shaw
806f8e4e1a
Make enemies always twitch forward a bit, even if they have animation frames.
2 weeks ago
Zed A. Shaw
3720340ab7
Have a really bad walking sound.
2 weeks ago
Zed A. Shaw
20cbc3a21c
Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
2 weeks ago
Zed A. Shaw
83df9ff03b
Super awesome twitchy animation for axe guy.
2 weeks ago
Zed A. Shaw
80a0f2ba75
Basic simple animations where the enemies just move forward.
2 weeks ago
Zed A. Shaw
947ccbe180
A simple config loader test.
2 weeks 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 weeks ago
Zed A. Shaw
0199248354
New axe wielding ranger for you to kill.
3 weeks ago
Zed A. Shaw
e04c03b381
Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting.
3 weeks ago
Zed A. Shaw
615599084a
Bring in a spider enemy.
3 weeks ago
Zed A. Shaw
7c1f05c801
Combat UI is alright but need to now make a few common widgets.
3 weeks ago
Zed A. Shaw
e7e0df6b70
New rat enemy.
3 weeks ago
Zed A. Shaw
d2700d2928
You now have blood on your screen when below half health.
4 weeks ago
Zed A. Shaw
583ad6d9c5
Create a bunch of textures for sprites in the game.
4 weeks ago
Zed A. Shaw
421cca308b
Fixed player showing up as an enemy and did better map centering.
4 weeks ago
Zed A. Shaw
abd843d5ec
Very basic attack system.
4 weeks ago
Zed A. Shaw
6bca6d021e
Sprite is now a component we can place on anything to render it.
4 weeks ago
Zed A. Shaw
0cbe20af35
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
4 weeks ago
Zed A. Shaw
27bb08d62c
Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data.
4 weeks ago
Zed A. Shaw
b6831b75a3
This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format.
4 weeks ago
Zed A. Shaw
9e91c71125
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
4 weeks ago
Zed A. Shaw
2daa1c9bd5
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
1 month ago