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* lotta performance improvementsStar Rauchenberger2022-03-171-1/+3
| | | | | | | 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 can be read now!Star Rauchenberger2022-03-161-8/+7
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* added signs (which can't be read yet)Star Rauchenberger2022-03-161-1/+13
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* maybe made the slowdown when zoomed out much betterStar Rauchenberger2022-03-151-0/+1
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* started adding zooming anim, looks weird esp when movingStar Rauchenberger2022-03-151-3/+5
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* map is now "infinite" using chunks that dynamically load like in diamond&pearlStar Rauchenberger2022-03-141-38/+2
| | | | game is also slow as shit now
* fmod splash screenStar Rauchenberger2022-03-141-9/+1
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* refactored game code into the game class (for titles / multiple games)Star Rauchenberger2022-03-131-10/+46
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* 16:9 widescreen, and fullscreen is less weird nowStar Rauchenberger2022-03-121-5/+5
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* dynamic wall and floor texturesStar Rauchenberger2022-03-121-0/+13
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* player has a sprite now thanks to world of solariaStar Rauchenberger2022-03-121-0/+2
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* added back bump sound (and assets for fuller music)Star Rauchenberger2022-03-121-0/+11
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* Added music and lamp popping soundStar Rauchenberger2022-03-111-0/+2
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* zooming fixesKelly Rauchenberger2018-06-061-2/+9
| | | | 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 Rauchenberger2018-06-051-0/+3
| | | | 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 Rauchenberger2018-06-051-0/+104