Commit Graph

26 Commits (f19c1dbb207077d8847f8dcc4cf79886f5d29372)

Author SHA1 Message Date
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