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* Added simple AI implementationKelly Rauchenberger2018-05-031-1/+5
| | | | | | | | The new AutomatingSystem and AutomatableComponent are responsible for simple AI tasks. This currently is limited to moving entities at a certain speed for certain periods of time. These tasks are arranged as a set of behaviors, which are picked randomly when automation starts or when a behavior finishes executing. A behavior is a sequence of actions that run one after another. Currently, if an automated entity is blocked from moving by a collision, it will be coerced out of its intended path. This is because the automation parameters are stored as a speed and a duration, rather than a starting location and an ending location. This may end up being changed, or made configurable, as this is an early implementation of this feature and will need to be more complex later. Added an RNG object to the Game class, so that the AutomatingSystem can pick behaviors at random.
* Refactored rendererKelly Rauchenberger2018-02-161-15/+2
| | | | | | Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed. Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded.
* Whitespace changesKelly Rauchenberger2018-02-051-5/+5
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* Player now movesKelly Rauchenberger2015-06-261-22/+3
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* Now displaying player characterKelly Rauchenberger2015-06-181-4/+21
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* Wrote EntityManagerKelly Rauchenberger2015-06-111-4/+8
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* Game can now read map file from map editor (also added new map)Kelly Rauchenberger2015-03-181-1/+1
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* Play a sound when you jumpKelly Rauchenberger2015-03-121-0/+3
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* C++11'd everything!Kelly Rauchenberger2015-03-101-1/+9
| | | | Also moved location information from physics components into entity.
* Created entity-component systemKelly Rauchenberger2015-03-071-65/+2
| | | | Also tweaked the bloom flicker, tweaked the scanline texture, created a second test map, and created some currently unused sound effects.
* Rewrote bloom so it's not super slow, also removed the frame from the screen ↵Kelly Rauchenberger2015-02-231-8/+10
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* Changed to using stb_image for image loading, also alpha blending works!Kelly Rauchenberger2015-02-211-0/+3
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* Added CRT mesh!Kelly Rauchenberger2015-02-191-5/+16
| | | | Also a character sprite, changed up the map file format, fixed some shader bugs
* Refactored map loader and added a second mapKelly Rauchenberger2015-02-171-69/+22
| | | | Also tweaked the font for apostrophe, p, and q
* Added bloom!Kelly Rauchenberger2015-02-151-43/+1
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* Did some lighting and added room nameKelly Rauchenberger2015-02-141-1/+2
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* Monitor stuff is looking pretty cool!Kelly Rauchenberger2015-02-141-0/+149