Commit Graph

11 Commits (ea9f6bf383ebb3d0af1a0d0255a69d67ad8dc55a)

Author SHA1 Message Date
Zed A. Shaw ea9f6bf383 Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. 1 week ago
Zed A. Shaw f45dbe8c48 Ready to refactor the tilemap so I can stylize different parts of the maps generated. 1 week 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. 1 week ago
Zed A. Shaw 74a8599977 Fully converted to using the lel-guecs library externally now. 3 weeks 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. 2 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. 2 months 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 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. 4 months ago
Zed A. Shaw 25ad9b51f8 Really crappy minimap now displays. 4 months ago
Zed A. Shaw 56d67aba28 First hack to get a random gen map going. 4 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