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learn-code-the-hard-way
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raycaster
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Commit Graph
28 Commits (d26476040553e1d849e75e779da30c6c758e90f6)
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Date
Zed A. Shaw
aa72cfe4a4
Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
3 days ago
Zed A. Shaw
973495b687
Map now has a color theme rather than random colors.
4 days ago
Zed A. Shaw
f4fa50a413
Colors are now being loaded from assets/palette.json
4 days ago
Zed A. Shaw
5db3d1a306
Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
1 week ago
Zed A. Shaw
5e01eb29a9
There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
1 week ago
Zed A. Shaw
b2a6262964
Now have background color for the sprites used in the maps.
2 weeks ago
Zed A. Shaw
b16ca3fd65
I now have hacked in basic color for the wall tiles but not enemies and items.
2 weeks ago
Zed A. Shaw
d2a5dfa713
Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
2 months ago
Zed A. Shaw
dc8648016d
Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
2 months ago
Zed A. Shaw
3dc70c3af6
This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
2 months ago
Zed A. Shaw
931d9493d2
The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
2 months ago
Zed A. Shaw
e015652f4c
Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
2 months ago
Zed A. Shaw
af2947c50a
Simple styling of the rooms done.
2 months ago
Zed A. Shaw
3a745d492a
Refactored out the tilemap since it was mostly doing nothing useful.
2 months ago
Zed A. Shaw
ea9f6bf383
Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::.
2 months ago
Zed A. Shaw
f45dbe8c48
Ready to refactor the tilemap so I can stylize different parts of the maps generated.
2 months ago
Zed A. Shaw
c0d668fb0b
Played around with a circular map real quick.
2 months ago
Zed A. Shaw
9dcc2036aa
Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
2 months ago
Zed A. Shaw
2e79cf8781
Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
4 months ago
Zed A. Shaw
6c9016eb0f
After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
4 months ago
Zed A. Shaw
64807174c0
Initial idea for the boss fight UI but it's just a temporary holder for now.
5 months ago
Zed A. Shaw
583ad6d9c5
Create a bunch of textures for sprites in the game.
5 months 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.
5 months ago
Zed A. Shaw
25ad9b51f8
Really crappy minimap now displays.
5 months ago
Zed A. Shaw
a67d25ee10
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
6 months ago
Zed A. Shaw
9e3e347e4a
Fix a typo.
6 months ago
Zed A. Shaw
56d67aba28
First hack to get a random gen map going.
6 months ago
Zed A. Shaw
2daa1c9bd5
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
6 months ago