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raycaster
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31 Commits (bfd2718cc939d63f77fe3364cf5f3184c08cb12a)
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Zed A. Shaw
8a6b38c1a4
Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
4 weeks ago
Zed A. Shaw
d2700d2928
You now have blood on your screen when below half health.
4 weeks ago
Zed A. Shaw
1c8f542c21
Nuke taught me the other way to make class enums not suck so I guess no FU?
4 weeks ago
Zed A. Shaw
9b3b81683a
Separate out the major UIs to get ready for their development, and enable debug button.
4 weeks ago
Zed A. Shaw
7eec67ffc8
Got some buttons down now to make them do stuff.
4 weeks ago
Zed A. Shaw
be4d0d51de
Two main GUI elements are placed for the left side status and the bottom combat UIs.
4 weeks ago
Zed A. Shaw
1790eec697
Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
4 weeks ago
Zed A. Shaw
9fe7cac79b
Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more.
4 weeks ago
Zed A. Shaw
d38e2cb0f2
All of the assets I need right now are done.
4 weeks ago
Zed A. Shaw
21e087ded5
Basic UI positioning and layout prior to designing the UI and setting a place for the combat system.
4 weeks ago
Zed A. Shaw
90351ce0fe
The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
4 weeks ago
Zed A. Shaw
6da830595c
Clean up the GUI some by moving the map_view out into its own file.
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
e2bd61a1e4
Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there.
4 weeks ago
Zed A. Shaw
abd843d5ec
Very basic attack system.
4 weeks ago
Zed A. Shaw
51972b0c35
Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
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
d798d154ae
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
1 month ago
Zed A. Shaw
55b67dcf5d
Fix a bug where enemies will path into the player's space because collision isn't done at the right time. I think this may need another fix in the future when we get to the combat.
1 month ago
Zed A. Shaw
3986e6978e
Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
1 month ago
Zed A. Shaw
a19bc47904
FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0.
1 month ago
Zed A. Shaw
25ad9b51f8
Really crappy minimap now displays.
1 month ago
Zed A. Shaw
e85b5d998b
System now controls the motion better since it's not GUIs job.
1 month ago
Zed A. Shaw
1973a7a1df
GUI MOVE state is now cleaner and the camera is more consistent.
1 month ago
Zed A. Shaw
b0437d352b
Cleaned up a lot but now trying to refactor some more but making a mistake.
1 month ago
Zed A. Shaw
4b18b21861
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.
1 month ago
Zed A. Shaw
14128ab10f
Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
1 month 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.
1 month ago
Zed A. Shaw
d6c09e111d
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.
1 month ago
Zed A. Shaw
75ffb49a53
Clean up header includes.
1 month ago
Zed A. Shaw
1d3a76e5ee
Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
1 month ago