Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | refactored game code into the game class (for titles / multiple games) | Star Rauchenberger | 2022-03-13 | 6 | -926/+941 | |
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* | fixed incorrect music levels with widescreen | Star Rauchenberger | 2022-03-12 | 1 | -1/+1 | |
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* | 16:9 widescreen, and fullscreen is less weird now | Star Rauchenberger | 2022-03-12 | 3 | -7/+7 | |
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* | fixed some input annoyances | Star Rauchenberger | 2022-03-12 | 1 | -4/+9 | |
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* | slowed the player down | Star Rauchenberger | 2022-03-12 | 1 | -1/+1 | |
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* | fullscreen | Star Rauchenberger | 2022-03-12 | 1 | -0/+2 | |
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* | lamp sprite, courtesy of canaripack | Star Rauchenberger | 2022-03-12 | 2 | -32/+19 | |
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* | dynamic wall and floor textures | Star Rauchenberger | 2022-03-12 | 5 | -88/+342 | |
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* | player has a sprite now thanks to world of solaria | Star Rauchenberger | 2022-03-12 | 8 | -4/+221 | |
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* | dust is more of a glow than a solid colour now | Star Rauchenberger | 2022-03-12 | 1 | -1/+4 | |
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* | added transition and the world music | Star Rauchenberger | 2022-03-12 | 3 | -2/+76 | |
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* | added back bump sound (and assets for fuller music) | Star Rauchenberger | 2022-03-12 | 3 | -2/+57 | |
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* | Added music and lamp popping sound | Star Rauchenberger | 2022-03-11 | 4 | -0/+126 | |
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* | zooming fixes | Kelly Rauchenberger | 2018-06-06 | 4 | -29/+72 | |
| | | | | 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 lamps | Kelly Rauchenberger | 2018-06-05 | 2 | -17/+80 | |
| | | | | 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 class | Kelly Rauchenberger | 2018-06-05 | 4 | -507/+560 | |
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* | improved overlapping lights | Kelly Rauchenberger | 2018-06-05 | 1 | -24/+39 | |
| | | | | radius of light seems kind of diminished though. | |||||
* | merge master into colorfade and improved it | Kelly Rauchenberger | 2018-06-05 | 4 | -256/+858 | |
|\ | | | | | | | overlapping colors look weird though | |||||
| * | decreased dust light radius | Kelly Rauchenberger | 2018-06-03 | 1 | -4/+23 | |
| | | | | | | | | | | | | this makes it less likely that dropping a lamp will cause cave-ins. also slowed down the propagation of dust slightly. | |||||
| * | map expansion looks more normal now | Kelly Rauchenberger | 2018-06-02 | 1 | -2/+1 | |
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| * | dust now ripples outward | Kelly Rauchenberger | 2018-06-02 | 1 | -33/+63 | |
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| * | player won't start in the middle of a wall | Kelly Rauchenberger | 2018-05-31 | 1 | -0/+9 | |
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| * | map zooms in and out based on how lit it is | Kelly Rauchenberger | 2018-05-30 | 1 | -12/+157 | |
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| * | abstracted map data into a class to allow for zooming out | Kelly Rauchenberger | 2018-05-29 | 2 | -177/+316 | |
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| * | quitting the game causes all of the lamps to pop followed by the player | Kelly Rauchenberger | 2018-05-29 | 1 | -39/+150 | |
| | | | | | | | | fixed a bug where dashing when dropping a lamp would cause dust kickup to originate from a different tile than the actual lamp. | |||||
| * | dust kickup spreads outward instead of being instantaneous | Kelly Rauchenberger | 2018-05-29 | 3 | -65/+149 | |
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* | | started implementing color tinting on lighting | Kelly Rauchenberger | 2018-05-29 | 1 | -20/+171 | |
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* | fixed player lighting strength special case | Kelly Rauchenberger | 2018-05-27 | 1 | -5/+1 | |
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* | lighting fades away from source now | Kelly Rauchenberger | 2018-05-27 | 1 | -9/+34 | |
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* | fixed movement bug | Kelly Rauchenberger | 2018-05-27 | 1 | -1/+1 | |
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* | increased dust kickup radius | Kelly Rauchenberger | 2018-05-27 | 1 | -1/+1 | |
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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 | 2 | -0/+549 | |