A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/assets
Zed A. Shaw e92fd2b6f3 Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
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bossfights Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time. 3 months ago
icons 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. 2 months ago
items Updated the lootable body asset. 4 weeks ago
rituals Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 4 months ago
shaders rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions. 4 months ago
sounds Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 4 months ago
sprites Updated the lootable body asset. 4 weeks ago
textures Updated the lootable body asset. 4 weeks ago
ui Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time. 3 months ago
ai.json Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. 1 week ago
animations.json Created a nice utility library for doing animations, and used it in the ritual crafting UI. 6 months ago
bosses.json Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 6 months ago
config.json New dead_body_lootable sprite for dead things you can loot. 4 weeks ago
devices.json New dead_body_lootable sprite for dead things you can loot. 4 weeks ago
enemies.json New dead_body_lootable sprite for dead things you can loot. 4 weeks ago
icons.json 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. 2 months ago
items.json Colors are now being loaded from assets/palette.json 2 months ago
map_tiles.json New dead_body_lootable sprite for dead things you can loot. 4 weeks ago
map_tiles.png New dead_body_lootable sprite for dead things you can loot. 4 weeks ago
palette.json New dead_body_lootable sprite for dead things you can loot. 4 weeks ago
rituals.json Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 4 months ago
shaders.json Setting up to have a fire attack and lightning attack. 5 months ago
styles.json Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs. 3 months ago
text.otf Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better. 8 months ago
tiles.json Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction. 2 months ago