Zed A. Shaw
|
6da830595c
|
Clean up the GUI some by moving the map_view out into its own file.
|
2025-02-11 11:37:01 -05:00 |
|
Zed A. Shaw
|
e2bd61a1e4
|
Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there.
|
2025-02-10 18:35:47 -05:00 |
|
Zed A. Shaw
|
abd843d5ec
|
Very basic attack system.
|
2025-02-10 14:06:38 -05:00 |
|
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.
|
2025-02-07 19:32:00 -05:00 |
|
Zed A. Shaw
|
25ad9b51f8
|
Really crappy minimap now displays.
|
2025-02-06 15:03:46 -05:00 |
|
Zed A. Shaw
|
1973a7a1df
|
GUI MOVE state is now cleaner and the camera is more consistent.
|
2025-02-06 11:55:43 -05:00 |
|
Zed A. Shaw
|
b0437d352b
|
Cleaned up a lot but now trying to refactor some more but making a mistake.
|
2025-02-06 11:41:01 -05:00 |
|
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
|
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 |
|