Commit graph

122 commits

Author SHA1 Message Date
Zed A. Shaw
14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. 2025-02-05 14:16:31 -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
9e3e347e4a Fix a typo. 2025-01-30 13:28:32 -05:00
Zed A. Shaw
56d67aba28 First hack to get a random gen map going. 2025-01-30 13:23:12 -05:00
Zed A. Shaw
2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2025-01-30 11:38:57 -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
51c1e04f61 Made some progress on the refactoring but I need to start getting serious and not reworking this code to death. 2025-01-26 19:22:27 -05:00
Zed A. Shaw
6ed57cd4a8 Closer to what I want for sprite loading but still needs more work. 2025-01-25 12:19:14 -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
0882851b3f Switching back to 256px textures for most things, but the weapon works best as a 512px. 2025-01-25 08:29:01 -05:00
Zed A. Shaw
5e6f95513c Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated. 2025-01-25 07:46:57 -05:00
Zed A. Shaw
d397c02d38 You can now stab stuff with a sword. 2025-01-23 12:54:46 -05:00
Zed A. Shaw
ad38f575a3 Now the sprites are rendered in the 3d scene with just SFML sprites. 2025-01-23 11:24:06 -05:00
Zed A. Shaw
da7075864b Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering. 2025-01-23 02:42:43 -05:00
Zed A. Shaw
15a2a69ac1 Made a seamless wood wall and tried it but back to brick. 2025-01-22 11:13:39 -05:00
Zed A. Shaw
5305aea077 Fixed up the floor and ceiling textures to not have seams. 2025-01-22 06:17:28 -05:00
Zed A. Shaw
fdc5931b96 Added a ceiling worm enemy for fun but not really that good. 2025-01-20 11:27:00 -05:00
Zed A. Shaw
ce1476b117 Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels. 2025-01-20 06:13:32 -05:00
Zed A. Shaw
cf9682ed70 Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better. 2025-01-18 02:42:41 -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
8eae4b9420 Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00