raycaster/assets
2025-10-24 00:24:29 -04:00
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boss2 New boss scene that's really just a pixelated photo bash done quickly. 2025-10-12 14:05:30 -04:00
bossfights New bossfight layout with fake 'paper cutouts' to work out how the UI would work. 2025-09-24 01:29:36 -04:00
fixtures Now have animated torches that are defined from json, and smoother animations in the arena. 2025-10-21 00:21:46 -04:00
hands Have a basic understanding of what to do for the boss fight arena, but now want to start over fresh. 2025-09-22 13:43:36 -04:00
icons Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2025-07-22 15:04:22 -04:00
items Updated the lootable body asset. 2025-08-13 11:43:05 -04:00
rituals Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 2025-05-02 11:39:39 -04:00
shaders rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions. 2025-04-25 23:36:18 -04:00
sounds Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 2025-05-02 11:39:39 -04:00
sprites New bossfight layout with fake 'paper cutouts' to work out how the UI would work. 2025-09-24 01:29:36 -04:00
textures Updated the lootable body asset. 2025-08-13 11:43:05 -04:00
ui Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time. 2025-05-30 17:49:15 -04:00
ai.json Improved the code so it uses ai::EntityAI and it now will find healing when it gets low. Has a bug where it stalls when finding healing and gets into combat. 2025-09-07 23:56:24 -04:00
animations.json Animated scenes can easily make floors that do things, floors with moving elements, but I need to improve the easing/motion parts of the animations. 2025-10-24 00:24:29 -04:00
bosses.json Animated scenes can easily make floors that do things, floors with moving elements, but I need to improve the easing/motion parts of the animations. 2025-10-24 00:24:29 -04:00
config.json Animated scenes can easily make floors that do things, floors with moving elements, but I need to improve the easing/motion parts of the animations. 2025-10-24 00:24:29 -04:00
devices.json New dead_body_lootable sprite for dead things you can loot. 2025-08-10 12:30:42 -04:00
enemies.json Arena works better now and I can give a list of sprites to work as fixtures in a scene. 2025-10-19 00:47:28 -04:00
icons.json Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2025-07-22 15:04:22 -04:00
items.json Colors are now being loaded from assets/palette.json 2025-07-17 10:50:09 -04:00
map_tiles.json New dead_body_lootable sprite for dead things you can loot. 2025-08-10 12:30:42 -04:00
map_tiles.png New dead_body_lootable sprite for dead things you can loot. 2025-08-10 12:30:42 -04:00
palette.json New dead_body_lootable sprite for dead things you can loot. 2025-08-10 12:30:42 -04:00
rituals.json Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 2025-05-02 11:39:39 -04:00
room_themes.json Quick code review to refresh my memory. 2025-10-09 01:23:01 -04:00
shaders.json Setting up to have a fire attack and lightning attack. 2025-04-20 22:53:43 -04:00
text.otf 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
tiles.json 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. 2025-07-18 13:09:53 -04:00