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* Added key and heartbeatStarla Insigna2012-06-042-0/+110
| | | | When you pick up the key, the windows in the room shatter and snow grows into unblocked spaces (except for up stairs) every other turn. When you're standing on snow, you lose 1HP every other turn. When you're not, you randomly gain 1HP back every few turns.
* Created key roomsStarla Insigna2012-06-041-5/+142
| | | | There are not yet keys in the key rooms, but the rooms are generated in a random extreme of the map and are bordered with windows.
* Added death conditionStarla Insigna2012-06-032-1/+60
| | | | Now, when you reach zero health, you are promted to quit the game. Also, Window, ShatteredWindow and Snow tiles were added in preparation for the key rooms.
* Changed color scheme to give game more of a "cold" feelingStarla Insigna2012-06-031-3/+13
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* Actually fixed the first out of bounds map bug mentioned earlierStarla Insigna2012-06-031-1/+1
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* Added basic melee combatStarla Insigna2012-06-034-1/+38
| | | | Rats can now hurt you, yaaaay. Your health counter changes color depending on how much HP you have, and there is now also a defense counter too, which will, at this point, always say zero.
* Added health counterStarla Insigna2012-06-031-0/+10
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* Fixed a couple of out of bounds map bugsStarla Insigna2012-06-032-5/+4
| | | | One bug had to do with the fact that if the game attempted to place a staircase at the edge of the map, it would check if every surrounding space was blocked regardless of whether or not they were valid positions (i.e. if they were off the edge off the map). The other bug had to do with rounding errors when calculating the viewport because the viewport width and height were both an odd number of tiles. By decreasing the canvas width and increasing the size of the message window, the viewport was changed so as to have an even width and height, thus avoiding the rounding errors.
* Added Rat mobStarla Insigna2012-06-034-10/+249
| | | | Rat is classified as "hostile," so it moves toward the player when it can see the player, otherwise it moves randomly. Rat still cannot yet attack the player.
* Added colored charactersStarla Insigna2012-06-035-14/+28
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* Added ability to kill miceStarla Insigna2012-06-033-20/+49
| | | | When you walk into a mob, they lose one HP. Mice have only one HP, so when you walk into one (note: they are hard to catch as they move quite erratically), they immediately die. Mobs cannot yet hurt you but then again mice can't hurt you anyway.
* Made game center itself upon startStarla Insigna2012-06-031-1/+1
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* Made screen initially smallerStarla Insigna2012-06-031-1/+2
| | | | This is adorable. It also now factors in the window inset at the top, so goodbye annoying letterbox edges.
* Renamed GAME_WIDTH/GAME_HEIGHT constantsStarla Insigna2012-06-032-43/+42
| | | | 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.
* Changed tile size to 12x12Starla Insigna2012-06-032-3/+3
| | | | 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.
* Added message windowStarla Insigna2012-06-031-1/+54
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* Started player next to down staircaseStarla Insigna2012-06-031-2/+5
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* Added staircases and updated readmeStarla Insigna2012-06-031-0/+41
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* Started work on mobsStarla Insigna2012-06-035-26/+188
| | | | Mice are randomly added to rooms and they move randomly. They move through the player, currently, however.
* Consolidated makeRoom methodStarla Insigna2012-06-033-202/+159
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* Removed screen refresh loopStarla Insigna2012-06-031-12/+12
| | | | 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.
* Added field of view (using recursive shadowcasting)Starla Insigna2012-06-031-11/+98
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* Added background colors for tilesStarla Insigna2012-06-032-16/+40
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* Replaced basic dungeon generator with a much cooler oneStarla Insigna2012-06-023-81/+537
| | | | 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.
* Added basic random dungeon generator and moving viewportStarla Insigna2012-06-022-25/+147
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* Fixed wonky charactersStarla Insigna2012-06-027-23/+104
| | | | 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.
* Added movable playerStarla Insigna2012-06-026-67/+188
| | | | 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.
* Created GameState mechanismStarla Insigna2012-06-024-51/+152
| | | | 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.
* Added variable size tilesStarla Insigna2012-06-021-4/+68
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* Created a windowStarla Insigna2012-06-021-0/+27