Zed A. Shaw
|
e92fd2b6f3
|
Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps.
|
2025-08-30 10:48:52 -04:00 |
|
Zed A. Shaw
|
57d69015c2
|
Renamed to random_walk since that's what it called. Closes #26.
|
2025-06-28 11:38:06 -04:00 |
|
Zed A. Shaw
|
af2947c50a
|
Simple styling of the rooms done.
|
2025-05-25 12:12:08 -04:00 |
|
Zed A. Shaw
|
3a745d492a
|
Refactored out the tilemap since it was mostly doing nothing useful.
|
2025-05-25 11:39:43 -04:00 |
|
Zed A. Shaw
|
ea9f6bf383
|
Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::.
|
2025-05-25 10:30:45 -04:00 |
|
Zed A. Shaw
|
9dcc2036aa
|
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.
|
2025-05-24 00:47:44 -04:00 |
|
Zed A. Shaw
|
5f1a453fb4
|
Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
|
2025-05-21 13:56:53 -04:00 |
|
Zed A. Shaw
|
20f03731e5
|
Cleaned up the maze placement so that I can have mazes without rooms and with other features.
|
2025-05-20 12:53:03 -04:00 |
|
Zed A. Shaw
|
33cd490ed3
|
Playing with maze gen again.
|
2025-05-20 03:19:58 -04:00 |
|
Zed A. Shaw
|
e6c225f1c8
|
Refactor the Map::neighbors so that it's part of pathing where it should be.
|
2025-02-26 13:49:25 -05:00 |
|
Zed A. Shaw
|
14c7f660de
|
Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
|
2025-02-26 10:39:30 -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 |
|