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raycaster
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Commit Graph
28 Commits (63eaea3536b79c5d5dd0c5f1219e9ea189967248)
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SHA1
Message
Date
Zed A. Shaw
a20d701096
Rename to GameDB and GameDB::Level.
6 months ago
Zed A. Shaw
a83ee77eea
levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
6 months ago
Zed A. Shaw
b9209beddd
Better error when you have duplicate map icons.
6 months ago
Zed A. Shaw
d93bc1615c
Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue
#16
in quecs.
7 months ago
Zed A. Shaw
ff7111b006
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
.
7 months ago
Zed A. Shaw
973495b687
Map now has a color theme rather than random colors.
7 months ago
Zed A. Shaw
f4fa50a413
Colors are now being loaded from assets/palette.json
7 months ago
Zed A. Shaw
75646619b3
Map now displays and works, just need to refine the colors and the compass directions.
7 months ago
Zed A. Shaw
3b06105813
Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
7 months ago
Zed A. Shaw
5db3d1a306
Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
7 months ago
Zed A. Shaw
5e01eb29a9
There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
7 months ago
Zed A. Shaw
b2a6262964
Now have background color for the sprites used in the maps.
7 months ago
Zed A. Shaw
b16ca3fd65
I now have hacked in basic color for the wall tiles but not enemies and items.
7 months ago
Zed A. Shaw
b2d0b0ee4c
Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
7 months ago
Zed A. Shaw
2c011079a8
I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
7 months ago
Zed A. Shaw
cfefffe1cc
I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
7 months ago
Zed A. Shaw
40611d4d54
Crop the map sprite so it's not bigger than necessary.
7 months ago
Zed A. Shaw
04b3cf3f16
Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
7 months ago
Zed A. Shaw
d6e2b64140
icongen now makes a sprite sheet for the map which should be easier to work with.
7 months ago
Zed A. Shaw
dbc2000434
Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.
7 months ago
Zed A. Shaw
bf8a2dc0c5
Simple quick way to do different attacks that play different shaders.
10 months ago
Zed A. Shaw
1b4f55804c
The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
10 months ago
Zed A. Shaw
5ffa3b0d1e
Everyone is on fire temporarily.
10 months ago
Zed A. Shaw
80b4faf940
Added a screen size parameters to the fragviewer.
10 months ago
Zed A. Shaw
576110ea44
Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
10 months ago
Zed A. Shaw
724d3edb61
Wrote my own quick and dirty fragment shader viewer.
10 months ago
Zed A. Shaw
07ce8a4148
New debug_ui that shows perf data, other debug info, and allows spawning enemies.
10 months ago
Zed A. Shaw
4f090159ab
Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
10 months ago