Logo
Explore Help
Sign In
learn-code-the-hard-way
/
raycaster
1
0
Fork
You've already forked raycaster
0
Code Issues Pull Requests Packages Projects Releases 2 Wiki Activity
379 Commits
1 Branch
2 Tags
34 MiB
Tree: dab0e092e6
Commit Graph

8 Commits (dab0e092e6bcb7f289e01f2ddf58f5a66dcfb415)

Author SHA1 Message Date
Zed A. Shaw 47c6bfd531 AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
2 months ago
Zed A. Shaw a6d83db20c Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
2 months ago
Zed A. Shaw ee804581a8 Autowalker is working way better and now I have a plan for using the AI in the System.
2 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.
3 months ago
Zed A. Shaw dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.
3 months ago
Zed A. Shaw 0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals.
3 months 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.
3 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.
4 months ago
Powered by Gitea Version: 1.17.3 Page: 148ms Template : 4ms
English
Bahasa Indonesia Deutsch English Español Français Italiano Latviešu Magyar nyelv Nederlands Polski Português de Portugal Português do Brasil Suomi Svenska Türkçe Čeština Ελληνικά Български Русский Српски Українська فارسی മലയാളം 日本語 简体中文 繁體中文(台灣) 繁體中文(香港) 한국어
Licenses API Website