This website requires JavaScript.
Explore
Help
Sign in
games
/
raycaster
Watch
1
Star
0
Fork
You've already forked raycaster
0
Code
Issues
35
Pull requests
Projects
Releases
2
Packages
Wiki
Activity
Actions
fe76196f83
raycaster
/
boss
History
Download ZIP
Download TAR.GZ
Zed A. Shaw
0456c73e4f
Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want.
2025-12-16 11:40:29 -05:00
..
fight.cpp
Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want.
2025-12-16 11:40:29 -05:00
fight.hpp
Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want.
2025-12-16 11:40:29 -05:00
system.cpp
Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want.
2025-12-16 11:40:29 -05:00
system.hpp
Beginning state machine for controlling the boss fight UI is up.
2025-12-07 00:21:07 -05:00
ui.cpp
Beginning state machine for controlling the boss fight UI is up.
2025-12-07 00:21:07 -05:00
ui.hpp
Now have the basics of the turn based battle engine with AI rebellion working.
2025-12-01 00:14:08 -05:00