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learn-code-the-hard-way
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raycaster
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Commit Graph
9 Commits (b839fb646389033d8ea7e7ba1129f865dfd5cc77)
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SHA1
Message
Date
Zed A. Shaw
a86912705c
Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable.
1 week ago
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.
3 weeks ago
Zed A. Shaw
a26f0b0c0a
Player's aim is now updated constantly as they move, just need to solve
#57
to complete it.
Closes
#9
.
2 months ago
Zed A. Shaw
ab1a415b55
Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back.
Closes
#16
.
2 months ago
Zed A. Shaw
fcd1bc589c
Make a function to access overlay cells
Closes
#35
.
2 months ago
Zed A. Shaw
2aa4f0a2e8
Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
2 months ago
Zed A. Shaw
90c37fe4c9
Fixing up how rotation works with combat and then making the lighting better.
3 months ago
Zed A. Shaw
4eaf3c35d6
Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
3 months ago
Zed A. Shaw
8545b8cf1d
Simple Loot UI started.
3 months ago
Zed A. Shaw
74a8599977
Fully converted to using the lel-guecs library externally now.
3 months ago
Zed A. Shaw
438bd8ab8a
Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over.
4 months ago
Zed A. Shaw
7186c2ecb0
I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
4 months ago
Zed A. Shaw
e6a8a8b338
Fixed the map so that it shows directional arrows instead of a compass.
5 months ago
Zed A. Shaw
e18aeaf05c
Bring back a simple blood splatter texture.
5 months ago
Zed A. Shaw
07ce8a4148
New debug_ui that shows perf data, other debug info, and allows spawning enemies.
5 months ago
Zed A. Shaw
72951f308f
Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
5 months ago
Zed A. Shaw
64807174c0
Initial idea for the boss fight UI but it's just a temporary holder for now.
6 months ago
Zed A. Shaw
14c7f660de
Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
6 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.
6 months ago
Zed A. Shaw
e9accf14e6
Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
6 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.
6 months ago
Zed A. Shaw
fa6311f10c
Add an ability to mark the main UI dirty so that it forces a render at specific times.
6 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.
6 months ago
Zed A. Shaw
f3e1413022
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
6 months ago
Zed A. Shaw
6c1d851e85
A bit more cleaning up of the gui and fsm, probaby done.
6 months ago
Zed A. Shaw
dd4f77a106
More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay.
6 months ago
Zed A. Shaw
23ed1594f2
More refactoring of the FSM to MainUI. Move the overlay out and some more.
6 months ago
Zed A. Shaw
a7a60ad35c
Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb.
6 months ago