Logo
Explore Help
Sign In
learn-code-the-hard-way
/
raycaster
Archived
1
0
Fork
You've already forked raycaster
0
Code Issues 30 Pull Requests Packages Projects Releases 2 Wiki Activity
103 Commits
1 Branch
2 Tags
36 MiB
Tag: Branch: Tree: 9e91c71125
master
version-0.1
version-0.2
Branches Tags
${ item.name }
Create tag ${ searchTerm }
Create branch ${ searchTerm }
from '9e91c71125'
${ noResults }
Commit Graph

8 Commits (9e91c711253f504a79dcf76cac6205a89b6c139e)

Author SHA1 Message Date
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.
7 months ago
Zed A. Shaw 25ad9b51f8 Really crappy minimap now displays.
7 months ago
Zed A. Shaw 1973a7a1df GUI MOVE state is now cleaner and the camera is more consistent.
7 months ago
Zed A. Shaw b0437d352b Cleaned up a lot but now trying to refactor some more but making a mistake.
7 months ago
Zed A. Shaw 14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
7 months ago
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.
7 months ago
Zed A. Shaw 75ffb49a53 Clean up header includes.
7 months ago
Zed A. Shaw 1d3a76e5ee Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
7 months ago
Powered by Gitea Version: 1.17.3 Page: 37ms Template : 5ms
English
Bahasa Indonesia Deutsch English Español Français Italiano Latviešu Magyar nyelv Nederlands Polski Português de Portugal Português do Brasil Suomi Svenska Türkçe Čeština Ελληνικά Български Русский Српски Українська فارسی മലയാളം 日本語 简体中文 繁體中文(台灣) 繁體中文(香港) 한국어
Licenses API Website