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path: root/src/renderer.cpp
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* we can now build a mac bundle!Star Rauchenberger2022-03-201-11/+12
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* added credits title cardStar Rauchenberger2022-03-201-1/+4
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* added fade in to new gameStar Rauchenberger2022-03-191-0/+6
| | | | and fixed music on new game
* added title screenStar Rauchenberger2022-03-191-0/+3
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* menu!Star Rauchenberger2022-03-191-3/+130
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* fixed jitter while moving and zoomingStar Rauchenberger2022-03-191-6/+6
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* fixed a lot of the zoom problemsStar Rauchenberger2022-03-181-21/+32
| | | | still looks weird while moving
* more wall rendersStar Rauchenberger2022-03-181-3/+3
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* lotta performance improvementsStar Rauchenberger2022-03-171-2/+2
| | | | | | | 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 Rauchenberger2022-03-161-0/+96
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* added signs (which can't be read yet)Star Rauchenberger2022-03-161-4/+18
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* started adding zooming anim, looks weird esp when movingStar Rauchenberger2022-03-151-5/+31
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* window starts in centre of screenStar Rauchenberger2022-03-141-2/+5
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* fixed weird shadows while movingStar Rauchenberger2022-03-141-24/+2
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* slightly offscreen lamp glows are renderedStar Rauchenberger2022-03-141-2/+2
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* fixed flickering while walkingStar Rauchenberger2022-03-141-6/+17
| | | | sort of. the (intentional) dust flicker is still there. might want to remove the player trailing dust as they walk.
* map is now "infinite" using chunks that dynamically load like in diamond&pearlStar Rauchenberger2022-03-141-30/+53
| | | | game is also slow as shit now
* fmod splash screenStar Rauchenberger2022-03-141-45/+58
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* refactored game code into the game class (for titles / multiple games)Star Rauchenberger2022-03-131-1/+1
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* 16:9 widescreen, and fullscreen is less weird nowStar Rauchenberger2022-03-121-1/+1
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* fullscreenStar Rauchenberger2022-03-121-0/+2
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* lamp sprite, courtesy of canaripackStar Rauchenberger2022-03-121-32/+18
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* dynamic wall and floor texturesStar Rauchenberger2022-03-121-14/+66
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* player has a sprite now thanks to world of solariaStar Rauchenberger2022-03-121-4/+18
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* dust is more of a glow than a solid colour nowStar Rauchenberger2022-03-121-1/+4
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* zooming fixesKelly Rauchenberger2018-06-061-15/+26
| | | | 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.
* refactored so that the renderer is its own classKelly Rauchenberger2018-06-051-0/+309