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* no longer destroying completely unlit chunksStar Rauchenberger2022-03-201-2/+2
| | | | this was messing up in conjunction with the optimisation where we only tick the outermost ring of chunks upon doing a map load, with the effect that chunks other than the centre one were filled with unticked data.
* 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 Rauchenberger2022-03-204-1/+62
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* windows resource pathStar Rauchenberger2022-03-201-0/+4
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* fixed fullscreen mode on windowsStar Rauchenberger2022-03-202-5/+15
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* we can now build a mac bundle!Star Rauchenberger2022-03-208-19/+56
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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 credits title cardStar Rauchenberger2022-03-202-2/+5
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* added fade in to new gameStar Rauchenberger2022-03-195-6/+36
| | | | and fixed music on new game
* added title screenStar Rauchenberger2022-03-192-1/+4
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* added wasd movementStar Rauchenberger2022-03-191-4/+4
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* menu!Star Rauchenberger2022-03-198-21/+334
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* game tries to make sure initial cave is not tinyStar Rauchenberger2022-03-192-10/+50
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* fixed jitter while moving and zoomingStar Rauchenberger2022-03-193-11/+6
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* load line lag is betterStar Rauchenberger2022-03-192-4/+37
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* fixed a lot of the zoom problemsStar Rauchenberger2022-03-183-28/+44
| | | | still looks weird while moving
* more wall rendersStar Rauchenberger2022-03-182-7/+29
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* lotta performance improvementsStar Rauchenberger2022-03-174-97/+200
| | | | | | | 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.
* fixed the last word in a line being removed from signs sometimesStar Rauchenberger2022-03-161-0/+5
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* signs are more common and also quieterStar Rauchenberger2022-03-161-2/+2
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* fade-in before reading a signStar Rauchenberger2022-03-161-0/+1
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* signs can be read now!Star Rauchenberger2022-03-1610-14/+381
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* added signs (which can't be read yet)Star Rauchenberger2022-03-167-10/+116
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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 Rauchenberger2022-03-152-5/+11
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* fixed chunks not loading correctly when going up and leftStar Rauchenberger2022-03-151-10/+2
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* maybe made the slowdown when zoomed out much betterStar Rauchenberger2022-03-152-6/+7
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* started adding zooming anim, looks weird esp when movingStar Rauchenberger2022-03-153-11/+47
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* window starts in centre of screenStar Rauchenberger2022-03-142-27/+5
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* fixed weird shadows while movingStar Rauchenberger2022-03-142-26/+2
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* slightly offscreen lamp glows are renderedStar Rauchenberger2022-03-141-2/+2
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* you can quit the game during the titlesStar Rauchenberger2022-03-141-1/+5
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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 Rauchenberger2022-03-146-57/+151
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* refactored game code into the game class (for titles / multiple games)Star Rauchenberger2022-03-136-926/+941
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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 Rauchenberger2022-03-122-32/+19
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* dynamic wall and floor texturesStar Rauchenberger2022-03-125-88/+342
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* player has a sprite now thanks to world of solariaStar Rauchenberger2022-03-128-4/+221
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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 Rauchenberger2022-03-123-2/+76
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* added back bump sound (and assets for fuller music)Star Rauchenberger2022-03-123-2/+57
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