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* 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