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
98 Commits
1 Branch
2 Tags
36 MiB
Tag: Branch: Tree: a19bc47904
master
version-0.1
version-0.2
Branches Tags
${ item.name }
Create tag ${ searchTerm }
Create branch ${ searchTerm }
from 'a19bc47904'
${ noResults }
Commit Graph

7 Commits (a19bc47904bd3b16fc7aeddb126d355741b16013)

Author SHA1 Message Date
Zed A. Shaw a19bc47904 FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0.
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 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 7228bdf210 Trying out an FSM for controlling the main loop.
7 months ago
Zed A. Shaw 740e30cb2b Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it?
7 months ago
Zed A. Shaw 48ac6603a8 Implement a little junk camera on its own that we can use later for movement and views.
7 months ago
Powered by Gitea Version: 1.17.3 Page: 48ms Template : 3ms
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