| Commit message (Collapse) | Author | Age | Files | Lines |
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Both Main and MapViewGameState had two constants called GAME_WIDTH and GAME_HEIGHT; however, in Main, they described the size in pixels of the canvas, and in MapViewGameState, the size, in tiles, of the map. They have now been renamed to avoid confusion.
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Characters (both in the message window and in the game, like the player and the mobs) look better now because the images themselves are 12x12, not 16x16.
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Mice are randomly added to rooms and they move randomly. They move through the player, currently, however.
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Now, the screen repaints itself only after it changes (or the component resizes or something and needs to be repainted). This is much better than the refresh loop because it uses much less CPU and doesn't make your computer's fan growl at you.
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Also added support for more than two types of tiles, which are represented by characters. Later I'll add the functionality for different coloring of characters, because the bright Xs are kind of annoying.
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Instead of rendering a font, characters are now taken from a character map. Also, tick() was removed from GameState because it is only ever called after processInput() and so there's no real point in having separate methods.
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TileGameState has been renamed to MapViewGameState. Currently, there is a an @ symbol that can be moved around by pressing the arrow keys on the keyboard. The symbol is not perfectly positioned in its tile, which is a problem. Also, it looks pretty fuzzy and bad. The tiles of the game state also now change randomly every few turns.
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I'm using a rendering system based off of FourPuzzle's, but less ugly. This one comes with built in variable window size, so the last commit was a bit unnecessary. TileGameState is just a dummy that does what the last commit did: display randomly colored tiles. 320x240 for game size is also just a placeholder for now.
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