Commit message (Collapse) | Author | Age | Files | Lines | |
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* | no key repeat delay, implemented weirdly | Kelly Rauchenberger | 2018-05-24 | 1 | -26/+43 |
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* | caverns shift in the dark | Kelly Rauchenberger | 2018-05-24 | 1 | -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 wall | Kelly Rauchenberger | 2018-05-23 | 1 | -7/+5 |
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* | dropping a lamp includes a dash | Kelly Rauchenberger | 2018-05-23 | 1 | -182/+93 |
| | | | | | | 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. | ||||
* | somethign | Kelly Rauchenberger | 2018-05-23 | 1 | -0/+549 |