Age | Commit message (Collapse) | Author | Files | Lines |
|
When generating cave levels, remove all but the largest contiguous
region from the resulting level.
|
|
As the character walks around the map, progressively reveal the entities
on the map to them, using an algorithm based on well known
circle-rasterizing and line-rasterizing algorithms to calculate lines of
sight that are potentially obscured by walls.
|
|
To avoid the character being able to go OOB.
This is something we had in the Rust version but I hadn't ported over yet
|
|
Randomly select a position in the largest contiguous region of the
generated level in which to place the character at startup time.
|
|
Add support for converting generated levels to walls, and merge one into
the entity map at the beginning of the game.
There's nothing here that guarantees the character ends up *inside* the
level though (they almost always don't) so that'll have to be slotted
into the level generation process.
|
|
Add a cellular-automata-based cave level generator, plus an
optparse-applicative-based CLI for invoking level generators in general.
|