Commit Graph

12 Commits (d9219a8c647cb2a3a97eed7e62a6cc22b67f40fe)

Author SHA1 Message Date
Zed A. Shaw d9219a8c64 This cleans up how I'm rendering the map but there's no way I can render a large map like this. It'd be way too big. 16 hours 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. 2 days ago
Zed A. Shaw 19682fd0bc Add the frame width/height to SpriteTexture. Closes #13 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. 1 month ago
Zed A. Shaw 3dc70c3af6 This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 1 month 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 8453e7c3b9 Map is back. 2 months ago
Zed A. Shaw 5cb74151f5 Remove more dead code from texturemgr. 2 months ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 2 months ago
Zed A. Shaw 4e7f837240 Cleanup of GUECS and the textures manager. 2 months ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 5 months 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. 5 months ago