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learn-code-the-hard-way
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raycaster
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28 Commits (f64b202ee79103856a9f8669fa19fadaf44013d5)
Author
SHA1
Message
Date
Zed A. Shaw
f64b202ee7
Finally have inventory not crashing for most edge cases. This solves many bugs but mostly
closes
#58
.
1 day ago
Zed A. Shaw
a26f0b0c0a
Player's aim is now updated constantly as they move, just need to solve
#57
to complete it.
Closes
#9
.
3 days ago
Zed A. Shaw
784f753e72
Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
6 days ago
Zed A. Shaw
02c42eb042
System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing.
Closes
#46
.
1 week ago
Zed A. Shaw
fb064ffbf1
Loot boxes now have ritual items and you can click on them, or the enemy just dies.
2 weeks ago
Zed A. Shaw
812407c3df
Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
2 weeks ago
Zed A. Shaw
a0eff927b6
Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
3 weeks ago
Zed A. Shaw
119b3ed11d
Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now.
3 weeks ago
Zed A. Shaw
2aa4f0a2e8
Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
4 weeks ago
Zed A. Shaw
f208ca946e
Made the components module work like textures and sound so that there's just one constant map of components.
1 month ago
Zed A. Shaw
1a9e068d02
Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
2 months ago
Zed A. Shaw
ad1d08ca96
There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
2 months ago
Zed A. Shaw
bf8a2dc0c5
Simple quick way to do different attacks that play different shaders.
3 months ago
Zed A. Shaw
787be78a69
Now I can attach arbitrary shaders to sprites based on things that happen in the world.
3 months ago
Zed A. Shaw
e6a8a8b338
Fixed the map so that it shows directional arrows instead of a compass.
3 months ago
Zed A. Shaw
c7c48658bd
Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
3 months 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.
4 months ago
Zed A. Shaw
d3158291f7
Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
4 months ago
Zed A. Shaw
db5a371766
Moving some stuff around before writing a test to confirm the EntityAI.
4 months ago
Zed A. Shaw
f3e157a0f7
Enemy AI is now prototyped and can find the player and attack them.
4 months ago
Zed A. Shaw
ad71631809
Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System.
4 months ago
Zed A. Shaw
ee804581a8
Autowalker is working way better and now I have a plan for using the AI in the System.
4 months ago
Zed A. Shaw
0878a9e978
Refactored inventory some so that the UI is not so knowing of the internals.
4 months ago
Zed A. Shaw
3b9525cca4
Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
5 months ago
Zed A. Shaw
f8dd5d816f
Basic combat system prototype works, but needs more GUI love to really work in the game.
5 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.
5 months ago
Zed A. Shaw
e85b5d998b
System now controls the motion better since it's not GUIs job.
5 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.
5 months ago