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2022-06-17Add readme and ignore build filesSteph Enders
2022-06-17Fixup - Can now have levels without a proc.luaSteph Enders
Checked existence of wrong file for loading defaults
2022-06-17Create level 2Steph Enders
2022-06-17Remove SFML for nowSteph Enders
2022-06-17Add scene controls and win/loss scenariosSteph Enders
Setup ability to check collisions and transition game scene
2022-06-16Made shortest path alg more efficentSteph Enders
In the previous commit this algo waited until the "success" step came up in the queue. Now we have the check during the push - and if an hits we return true from the push_moves fn. Since we're only interested in the initial move (since we check moves every frame) we can only return true and then use the current step as the origin position to diff against the start to get the dx,dy
2022-06-16Added onUpdate logic to move the enemies etcSteph Enders
Created some algorithm logic for enemy movement Allowed for default overrides
2022-06-16Fixup warning from IntelliJSteph Enders
2022-06-15Initial setup commitSteph Enders
This setups up the project for messing around with C++ and Lua bindings. So far this project just prints the defined dng map and lets you move the character around. What this fails to do is actually provide any reason to use Lua at the moment. So I need to figure out some way of enabling logic on the processing side of things.