Zed A. Shaw
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2997dc363b
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FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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2025-07-21 13:10:03 -04:00 |
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Zed A. Shaw
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d264760405
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Fog of War works but it's in the wrong place and needs to be based on light.
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2025-07-20 01:34:39 -04:00 |
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Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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2025-07-18 13:09:53 -04:00 |
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Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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2025-07-15 13:28:23 -04:00 |
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Zed A. Shaw
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dca38397e7
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Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying.
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2025-07-15 11:39:05 -04:00 |
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Zed A. Shaw
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0d1eacdc5c
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Now entities are drawn after the map so that there's no holes.
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2025-07-12 14:46:42 -04:00 |
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Zed A. Shaw
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72ecca8c82
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I can now draw a map and then render it with the sprites pretty easily. Problem currently is the entities replace their floor tiles so need to fix that.
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2025-07-12 13:34:31 -04:00 |
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Zed A. Shaw
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a3f82139e9
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One step closer to map rendering from tile sprites.
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2025-07-12 12:05:18 -04:00 |
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Zed A. Shaw
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d9219a8c64
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This cleans up how I'm rendering the map but there's no way I can render a large map like this. It'd be way too big.
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2025-07-12 00:35:57 -04:00 |
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Zed A. Shaw
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3b06105813
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Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
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2025-07-11 22:38:08 -04:00 |
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Zed A. Shaw
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5db3d1a306
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Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
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2025-07-11 02:24:47 -04:00 |
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Zed A. Shaw
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5e01eb29a9
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There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
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2025-07-11 01:02:27 -04:00 |
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Zed A. Shaw
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b2a6262964
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Now have background color for the sprites used in the maps.
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2025-07-10 00:12:32 -04:00 |
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Zed A. Shaw
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b16ca3fd65
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I now have hacked in basic color for the wall tiles but not enemies and items.
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2025-07-09 14:36:31 -04:00 |
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Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2025-07-09 13:34:18 -04:00 |
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Zed A. Shaw
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2c011079a8
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I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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2025-07-09 01:54:49 -04:00 |
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Zed A. Shaw
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5c47a0151c
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Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
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2025-06-03 13:43:16 -04:00 |
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Zed A. Shaw
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9dcc2036aa
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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.
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2025-05-24 00:47:44 -04:00 |
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Zed A. Shaw
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2baa044695
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Final little fixes for testing.
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2025-03-17 23:36:14 -04:00 |
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Zed A. Shaw
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a69be90464
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Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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2025-02-08 21:16:25 -05:00 |
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Zed A. Shaw
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9e91c71125
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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2025-02-08 14:03:09 -05:00 |
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Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
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