Commit graph

33 commits

Author SHA1 Message Date
Zed A. Shaw
1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. 2025-04-16 00:02:27 -04:00
Zed A. Shaw
766b20f3f8 Rayview now uses the shader manager. 2025-04-13 22:31:13 -04:00
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. 2025-04-06 15:32:19 -04:00
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. 2025-03-21 02:51:02 -04:00
Zed A. Shaw
54fbf22b6d We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing. 2025-02-25 13:15:39 -05:00
Zed A. Shaw
29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2025-02-24 23:26:50 -05:00
Zed A. Shaw
83df9ff03b Super awesome twitchy animation for axe guy. 2025-02-22 11:03:38 -05:00
Zed A. Shaw
b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2025-02-21 11:34:46 -05:00
Zed A. Shaw
0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 2025-02-21 03:32:44 -05:00
Zed A. Shaw
f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2025-02-21 03:00:56 -05:00
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. 2025-02-19 23:18:33 -05:00
Zed A. Shaw
9c37960283 Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly. 2025-02-10 12:05:07 -05:00
Zed A. Shaw
51972b0c35 Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup. 2025-02-10 11:32:50 -05:00
Zed A. Shaw
3986e6978e Sprites now have a distance lighting calculation that's the same as the raycaster using a shader. 2025-02-07 13:50:50 -05:00
Zed A. Shaw
d5301acab5 Sprite is no more, now using the position from the level's world. 2025-02-05 11:46:40 -05:00
Zed A. Shaw
d0badedbd9 More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems. 2025-02-04 22:52:04 -05:00
Zed A. Shaw
d6c09e111d Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems. 2025-02-04 14:13:00 -05:00
Zed A. Shaw
75ffb49a53 Clean up header includes. 2025-02-04 13:26:22 -05:00
Zed A. Shaw
1d3a76e5ee Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. 2025-02-04 12:56:20 -05:00
Zed A. Shaw
976822ceb6 Mostly working junk camera that can do turnbased lerp smooth motion. 2025-02-03 10:17:59 -05:00
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. 2025-02-01 14:39:08 -05:00
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. 2025-01-31 13:37:01 -05:00
Zed A. Shaw
071808a0f8 Playing around with shaders for effects on the scene. 2025-01-27 11:36:00 -05:00
Zed A. Shaw
b87217ff90 Have a barely working animation thing that animates the evil eye when you click a button. 2025-01-27 05:40:04 -05:00
Zed A. Shaw
51858ea399 Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work. 2025-01-25 12:02:57 -05:00
Zed A. Shaw
7a74877849 Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 2025-01-18 00:44:25 -05:00
Zed A. Shaw
adfb6367d7 Finished the first pass of moving everything around and cleaning up as much as possible. 2025-01-17 03:45:05 -05:00
Zed A. Shaw
2dfe5417b1 More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned. 2025-01-16 12:19:33 -05:00
Zed A. Shaw
c9d4b7ed1e Sprite rendering cleanup started. 2025-01-16 11:21:49 -05:00
Zed A. Shaw
033d5cdfec More cleanup, mostly removing variables and simplifying the math. 2025-01-16 10:32:28 -05:00
Zed A. Shaw
113df851af Way better in the structure but still a lot of work to do. However, just by moving variables to better locations, taking things out of loops that don't need to be recalulated, etc. this is already 50% of the CPU/GPU usage as the previous version. 2025-01-15 15:32:54 -05:00
Zed A. Shaw
e379bcd5ec Next step in the refactoring with everything in a different file and running. The bug from the previous commit was due to the pixel buffer making the Raycaster object too large for the stack. If you get __chkstk_ms then you used too much stack. 2025-01-15 13:39:38 -05:00
Zed A. Shaw
d230b152cf BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic? 2025-01-15 12:25:09 -05:00