Commit Graph

13 Commits (f45dbe8c48e32385127947a7152eaae5dd621217)

Author SHA1 Message Date
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 c0d668fb0b Played around with a circular map real quick. 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 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 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 3 months ago
Zed A. Shaw 583ad6d9c5 Create a bunch of textures for sprites in the game. 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 a67d25ee10 Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly. 4 months ago
Zed A. Shaw 9e3e347e4a Fix a typo. 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