Commit Graph

10 Commits (f19c1dbb207077d8847f8dcc4cf79886f5d29372)

Author SHA1 Message Date
Zed A. Shaw 05d54ff661 Now also combat works no matter what's on the ground. Closes #81. 3 days ago
Zed A. Shaw f84b63f0e6 The problem with picking up items under a dead body is fixed but now need to fix combat. 5 days ago
Zed A. Shaw 9bf6926dc3 A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck. 1 week ago
Zed A. Shaw 9c02fb846b Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78. 1 week ago
Zed A. Shaw f26189c696 SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision. 2 weeks ago
Zed A. Shaw d6326c9e41 Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea. 2 weeks ago
Zed A. Shaw fd53f92fe6 Prep for fixing the spatialmap to allow for entities without collision to still be in the space. 2 weeks ago
Zed A. Shaw 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 6 months 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. 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