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raycaster
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Commit Graph
29 Commits (d0a6a92bc8869ab5797275536caf7a52eeeea96d)
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Date
Zed A. Shaw
d0a6a92bc8
More testing improvements.
2 weeks ago
Zed A. Shaw
0260e3d345
Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
2 weeks ago
Zed A. Shaw
f3e1413022
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
2 weeks ago
Zed A. Shaw
722d55d948
Refactored the GUECS system to have its own namespace then got Meter to work.
3 weeks ago
Zed A. Shaw
49a71e257e
GUI for combat now works better and I can create sprites for things if I want.
3 weeks ago
Zed A. Shaw
46de98e6f4
I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
3 weeks ago
Zed A. Shaw
3ec2bf4784
Can now do UI rendering based on the name and also have gaps in the grid reliably.
3 weeks ago
Zed A. Shaw
79c84ce885
New design on LEL that's way more sane and allows for more flexible columns and rows.
3 weeks ago
Zed A. Shaw
6b9c67beec
Add some debug boxes around the fonts to figure out why they aren't vertically centered.
3 weeks ago
Zed A. Shaw
e106ad4be7
Can click on buttons and make them change color.
3 weeks ago
Zed A. Shaw
7f9e200abe
LEL can now do hit detection on squares.
3 weeks ago
Zed A. Shaw
c03a384372
You can now prefix a size with % and it will do percentage for the size, even over 100.
3 weeks ago
Zed A. Shaw
60ed686eb0
Already better than CSS because I can center stuff.
3 weeks ago
Zed A. Shaw
1620a5420f
Use a lel:: namespace.
3 weeks ago
Zed A. Shaw
cebf61a794
LEL is able to position right/left/top/bottom and expand out too.
3 weeks ago
Zed A. Shaw
872cedc8e1
LEL is working at a basic grid level, able to render boxes where I want.
3 weeks ago
Zed A. Shaw
846b7aaf16
Initial cut of the lel parser mostly working but none of the basic alignment properties work.
3 weeks ago
Zed A. Shaw
02a385e707
Make the DinkyECS test fully isolated.
3 weeks ago
Zed A. Shaw
bfd2718cc9
Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
3 weeks ago
Zed A. Shaw
a69be90464
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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
96efc990c1
Brought in nuke's idea for json serialize now to use it.
4 weeks 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
7228bdf210
Trying out an FSM for controlling the main loop.
1 month 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.
1 month 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
Zed A. Shaw
831e15ca18
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.
2 months ago
Zed A. Shaw
5e63272f24
Brought in some of amit's code to study and try out. amt/ has it.
2 months ago
Zed A. Shaw
6b181382bd
First build that actually works. SDL_main errors before but didn't figure out the cause.
2 months ago