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* holding opposite directions doesn't cancel each other out anymoreStar Rauchenberger2022-03-231-6/+2
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* changed how signs are generatedStar Rauchenberger2022-03-231-5/+22
| | | | the algorithm should be more generous with signs now, depending on the story progression and how many lit spots there are. reading a sign also clears all unread signs. the special sound is still only played after the story is complete.
* game shouldn't crash if all lamps are in unloaded chunks v1.0.0Star Rauchenberger2022-03-211-3/+7
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* player starts in the middle of first chunk nowStar Rauchenberger2022-03-211-2/+2
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* finishing reading the story clears out all signsStar Rauchenberger2022-03-211-5/+22
| | | | and a sound effect plays
* game can be muted nowStar Rauchenberger2022-03-211-1/+7
| | | | not re-rendering the menu overlay because it looks fine tbh
* lowered threshold to full songStar Rauchenberger2022-03-211-1/+1
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* floor renders change much less when lamp dropStar Rauchenberger2022-03-201-2/+4
| | | | should prevent spamming to get signs
* dashes should still happen when game lagsStar Rauchenberger2022-03-201-14/+1
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* control instructionsStar Rauchenberger2022-03-201-0/+39
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* we can now build a mac bundle!Star Rauchenberger2022-03-201-4/+5
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* fixed bug that restarts game & doubles music if you press esc while fading inStar Rauchenberger2022-03-201-1/+3
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* added fade in to new gameStar Rauchenberger2022-03-191-0/+14
| | | | and fixed music on new game
* added wasd movementStar Rauchenberger2022-03-191-4/+4
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* menu!Star Rauchenberger2022-03-191-12/+22
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* game tries to make sure initial cave is not tinyStar Rauchenberger2022-03-191-10/+48
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* fixed jitter while moving and zoomingStar Rauchenberger2022-03-191-2/+0
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* load line lag is betterStar Rauchenberger2022-03-191-4/+33
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* fixed a lot of the zoom problemsStar Rauchenberger2022-03-181-6/+9
| | | | still looks weird while moving
* more wall rendersStar Rauchenberger2022-03-181-4/+26
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* lotta performance improvementsStar Rauchenberger2022-03-171-90/+105
| | | | | | | the two main things: 1) When ticking three times after a lighting change, we no longer iterate over the entire map. Instead, we keep a list of the tiles that have changed and the ones adjacent to them, and we iterate over that list. 2) The map tile type is now stored in a separate array from the rest of the tile data. This is because the tile type is the only thing needed for the cellular automata tick, and thus the only thing that we need to actually copy.
* signs are more common and also quieterStar Rauchenberger2022-03-161-2/+2
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* signs can be read now!Star Rauchenberger2022-03-161-5/+28
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* added signs (which can't be read yet)Star Rauchenberger2022-03-161-3/+67
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* instead of ticking the entire screen every lighting update we only tick a ↵Star Rauchenberger2022-03-151-2/+6
| | | | | | chunk size around the player is this helping?
* lit tiles in unloaded chunk should count toward total lit tiles for zoomingStar Rauchenberger2022-03-151-5/+2
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* maybe made the slowdown when zoomed out much betterStar Rauchenberger2022-03-151-6/+6
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* started adding zooming anim, looks weird esp when movingStar Rauchenberger2022-03-151-3/+11
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* fixed flickering while walkingStar Rauchenberger2022-03-141-1/+1
| | | | 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
* map is now "infinite" using chunks that dynamically load like in diamond&pearlStar Rauchenberger2022-03-141-86/+37
| | | | game is also slow as shit now
* fmod splash screenStar Rauchenberger2022-03-141-0/+1
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* refactored game code into the game class (for titles / multiple games)Star Rauchenberger2022-03-131-0/+885