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* fixed flickering while walkingStar Rauchenberger2022-03-142-7/+18
| | | | sort of. the (intentional) dust flicker is still there. might want to remove the player trailing dust as they walk.
* a lot faster now thanks to only ticking on-screen every loopStar Rauchenberger2022-03-141-3/+8
| | | | flickering while moving now though
* .at() is slower than operator[]Star Rauchenberger2022-03-141-1/+1
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* map is now "infinite" using chunks that dynamically load like in diamond&pearlStar Rauchenberger2022-03-146-180/+256
| | | | game is also slow as shit now
* fmod splash screenStar Rauchenberger2022-03-147-57/+151
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* refactored game code into the game class (for titles / multiple games)Star Rauchenberger2022-03-137-926/+942
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* fixed incorrect music levels with widescreenStar Rauchenberger2022-03-121-1/+1
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* 16:9 widescreen, and fullscreen is less weird nowStar Rauchenberger2022-03-123-7/+7
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* fixed some input annoyancesStar Rauchenberger2022-03-121-4/+9
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* slowed the player downStar Rauchenberger2022-03-121-1/+1
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* fullscreenStar Rauchenberger2022-03-121-0/+2
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* lamp sprite, courtesy of canaripackStar Rauchenberger2022-03-123-32/+19
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* dynamic wall and floor texturesStar Rauchenberger2022-03-126-88/+342
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* player has a sprite now thanks to world of solariaStar Rauchenberger2022-03-1211-4/+234
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* dust is more of a glow than a solid colour nowStar Rauchenberger2022-03-121-1/+4
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* added transition and the world musicStar Rauchenberger2022-03-1215-2/+342
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* added back bump sound (and assets for fuller music)Star Rauchenberger2022-03-1220-9/+468
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* Added music and lamp popping soundStar Rauchenberger2022-03-1189-0/+13385
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* zooming fixesKelly Rauchenberger2018-06-064-29/+72
| | | | when zooming out, the view center stays the same (shifted by map edges). when zooming in, the view center becomes the player position at the start of zoom. the boundary of player movement is now also set to the target view area at start of zoom.
* players must move when dropping lampsKelly Rauchenberger2018-06-052-17/+80
| | | | if no direction is pressed, player dashes in direction of most recent movement. if no movement has occured, choose a random direction. if player cannot move in the chosen direction, choose a random direction. if the player cannot move in any direction, prevent dropping a lamp.
* refactored so that the renderer is its own classKelly Rauchenberger2018-06-055-507/+561
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* improved overlapping lightsKelly Rauchenberger2018-06-051-24/+39
| | | | radius of light seems kind of diminished though.
* merge master into colorfade and improved itKelly Rauchenberger2018-06-054-256/+858
|\ | | | | | | overlapping colors look weird though
| * decreased dust light radiusKelly Rauchenberger2018-06-031-4/+23
| | | | | | | | | | | | this makes it less likely that dropping a lamp will cause cave-ins. also slowed down the propagation of dust slightly.
| * map expansion looks more normal nowKelly Rauchenberger2018-06-021-2/+1
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| * dust now ripples outwardKelly Rauchenberger2018-06-021-33/+63
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| * player won't start in the middle of a wallKelly Rauchenberger2018-05-311-0/+9
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| * map zooms in and out based on how lit it isKelly Rauchenberger2018-05-301-12/+157
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| * abstracted map data into a class to allow for zooming outKelly Rauchenberger2018-05-292-177/+316
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| * quitting the game causes all of the lamps to pop followed by the playerKelly Rauchenberger2018-05-291-39/+150
| | | | | | | | fixed a bug where dashing when dropping a lamp would cause dust kickup to originate from a different tile than the actual lamp.
| * 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