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| * dust kickup spreads outward instead of being instantaneousKelly Rauchenberger2018-05-293-65/+149
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* | started implementing color tinting on lightingKelly Rauchenberger2018-05-294-20/+272
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* fixed player lighting strength special caseKelly Rauchenberger2018-05-271-5/+1
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* lighting fades away from source nowKelly Rauchenberger2018-05-271-9/+34
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* fixed movement bugKelly Rauchenberger2018-05-271-1/+1
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* removed pkg-config and GLFW from dependenciesKelly Rauchenberger2018-05-271-5/+0
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* added to gitignoreKelly Rauchenberger2018-05-271-0/+2
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* increased dust kickup radiusKelly Rauchenberger2018-05-271-1/+1
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* no key repeat delay, implemented weirdlyKelly Rauchenberger2018-05-241-26/+43
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* caverns shift in the darkKelly Rauchenberger2018-05-241-3/+40
| | | | | | | | after moving, any tile that just became dark will randomly become a wall or a floor. then, all of the dark tiles will be ticked three times. this is to cause a sense of being lost by having the caverns shift around you where you can't see. the radius of dust scattering after a lamp drops/pops increases with the number of pops that have occured due to that drop. this allows chain reactions of popping lamps to occur. both dust and the player are now considered illuminated (in addition to being light sources).
* renamed dark tile to wallKelly Rauchenberger2018-05-231-7/+5
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* dropping a lamp includes a dashKelly Rauchenberger2018-05-232-182/+94
| | | | | | dropping a lamp now sprinkles dust in the same way that popping a lamp does. only dust sprinkled from dropping/popping a lamp will pop lamps -- dust from movement will not. pressing esc quits the game. SDL errors now output a message.
* somethignKelly Rauchenberger2018-05-236-0/+1508