Zed A. Shaw
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1973a7a1df
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GUI MOVE state is now cleaner and the camera is more consistent.
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1 month ago |
Zed A. Shaw
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b0437d352b
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Cleaned up a lot but now trying to refactor some more but making a mistake.
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1 month ago |
Zed A. Shaw
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4b18b21861
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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.
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1 month ago |
Zed A. Shaw
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14128ab10f
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Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
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1 month ago |
Zed A. Shaw
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d5301acab5
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Sprite is no more, now using the position from the level's world.
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1 month ago |
Zed A. Shaw
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d0badedbd9
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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.
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1 month ago |
Zed A. Shaw
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d6c09e111d
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Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems.
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1 month ago |
Zed A. Shaw
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75ffb49a53
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Clean up header includes.
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1 month ago |
Zed A. Shaw
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1d3a76e5ee
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Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
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1 month ago |
Zed A. Shaw
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7228bdf210
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Trying out an FSM for controlling the main loop.
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1 month ago |
Zed A. Shaw
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740e30cb2b
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Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it?
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1 month ago |
Zed A. Shaw
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48ac6603a8
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Implement a little junk camera on its own that we can use later for movement and views.
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1 month ago |
Zed A. Shaw
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976822ceb6
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Mostly working junk camera that can do turnbased lerp smooth motion.
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1 month ago |
Zed A. Shaw
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cbf0955786
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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.
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1 month ago |
Zed A. Shaw
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a67d25ee10
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Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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1 month ago |
Zed A. Shaw
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9e3e347e4a
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Fix a typo.
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1 month ago |
Zed A. Shaw
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56d67aba28
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First hack to get a random gen map going.
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1 month ago |
Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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1 month ago |
Zed A. Shaw
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8d3d3b4ec3
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A quick warning in case people are funding the thing.
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1 month ago |
Zed A. Shaw
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071808a0f8
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Playing around with shaders for effects on the scene.
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1 month ago |
Zed A. Shaw
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3519c73079
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Remove some more junk from the texture thing.
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1 month ago |
Zed A. Shaw
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d0d3c8bc04
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Make the animator more official.
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1 month ago |
Zed A. Shaw
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b87217ff90
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Have a barely working animation thing that animates the evil eye when you click a button.
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1 month ago |
Zed A. Shaw
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51c1e04f61
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Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
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1 month ago |
Zed A. Shaw
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6ed57cd4a8
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Closer to what I want for sprite loading but still needs more work.
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1 month ago |
Zed A. Shaw
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51858ea399
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Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
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1 month ago |
Zed A. Shaw
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0882851b3f
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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1 month ago |
Zed A. Shaw
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5e6f95513c
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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1 month ago |
Zed A. Shaw
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d397c02d38
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You can now stab stuff with a sword.
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2 months ago |
Zed A. Shaw
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ad38f575a3
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Now the sprites are rendered in the 3d scene with just SFML sprites.
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2 months ago |
Zed A. Shaw
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da7075864b
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Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
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2 months ago |
Zed A. Shaw
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024d5b30e1
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Some quick hacks that do the seamless texture splits.
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2 months ago |
Zed A. Shaw
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15a2a69ac1
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Made a seamless wood wall and tried it but back to brick.
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2 months ago |
Zed A. Shaw
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5305aea077
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Fixed up the floor and ceiling textures to not have seams.
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2 months ago |
Zed A. Shaw
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fdc5931b96
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Added a ceiling worm enemy for fun but not really that good.
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2 months ago |
Zed A. Shaw
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ce1476b117
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Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels.
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2 months ago |
Zed A. Shaw
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c98aa936ad
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The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
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2 months ago |
Zed A. Shaw
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308fe4bed2
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Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
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2 months ago |
Zed A. Shaw
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eef13bd325
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Tried a few more things but nothing much worked. The weirdest was the lto options that failed to do even basic linking.
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2 months ago |
Zed A. Shaw
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ea3dd204a1
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Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options.
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2 months ago |
Zed A. Shaw
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4c3049df14
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Add the tracy wrap and meson options.
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2 months ago |
Zed A. Shaw
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e5b4fed4ee
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Bring in a first start to a Tracy enabled build but I have to learn more about how to run it.
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2 months ago |
Zed A. Shaw
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6592e22075
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Bring Amit's latest fix in and protect against the sprites rendering the texY value wrong sometimes.
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2 months ago |
Zed A. Shaw
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379ec5846f
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Brought in a fix suggested by Amit but still didn't improve perf. I'll use that to see how Tracy works.
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2 months ago |
Zed A. Shaw
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831e15ca18
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Brought in Amit's latest code and converted it to use either dumb lighting or his new torch lighting, then threw in the FPS counter from last night.
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2 months ago |
Zed A. Shaw
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53a151511e
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Make it so that DNEBUG is forced on release build, and that the UI stats counter will show that this is a debug build or not via NDEBUG.
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2 months ago |
Zed A. Shaw
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cf9682ed70
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Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
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2 months ago |
Zed A. Shaw
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e3e0f0a322
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Found my online stats calc code. It's in C but I can rework it. This should work better for FPS calc.
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2 months ago |
Zed A. Shaw
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7a74877849
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Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
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2 months ago |
Zed A. Shaw
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7fb2d5cf26
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Updated Amit's code to run in sfml 3.0
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2 months ago |