Commit graph

247 commits

Author SHA1 Message Date
Zed A. Shaw
94c0d2dc0b Using a blank audio for the story board. 2025-12-05 11:29:26 -05:00
Zed A. Shaw
94b46a2f95 Fix up the main game based on arena changes. 2025-12-05 11:20:35 -05:00
Zed A. Shaw
f839edcd56 BattleEngine is now connected to the boss::UI so as you click it'll continually run the plan and figure out the AI actions. 2025-12-05 00:51:35 -05:00
Zed A. Shaw
a38bb5b691 Basic AP (Action Points) system tied to the AI actions, but there's no way to set 'has AP' for the AI? 2025-12-03 15:24:41 -05:00
Zed A. Shaw
b48df3f4db Can now run the full AI for all combatants and then sort by the action costs to make the action queue. 2025-11-27 12:46:14 -05:00
Zed A. Shaw
63a17d7efa Boss fight now has combat stats and damage so I can now have a boss fight. 2025-11-22 00:50:47 -05:00
Zed A. Shaw
8ee3e8736f Simple battle system included in the boss fight but I need to figure out how it should operate. 2025-11-19 13:26:21 -05:00
Zed A. Shaw
fa4573be7b Cutscene is working now, just have to merge it in. 2025-11-13 13:28:11 -05:00
Zed A. Shaw
e6072c9f1e [BROKEN] I have audio for a basic cutscene that's about the most cringe thing you can ever hear so you can't hear it. 2025-11-13 12:13:58 -05:00
Zed A. Shaw
c486db5a57 Can now export the time code/actions from Reaper as json data and the storyboard will play them. 2025-11-12 11:42:22 -05:00
Zed A. Shaw
29409c54ce Camera for the storyboard can now do pan, bounce, dolly, and shake. 2025-11-09 11:41:11 -05:00
Zed A. Shaw
0d326089f7 Movement is now much smoother for the easing functions and I can pan around better, but it's hard coded to only do pan at the moment. 2025-11-09 01:40:15 -05:00
Zed A. Shaw
2ebefcce05 Playing with some basic cameras to figure out how the motion will work. 2025-11-06 01:01:32 -05:00
Zed A. Shaw
4bda2ee01c Now have a simple storyboard system that can display an image and move with the camera to different cells. 2025-11-04 00:20:49 -05:00
Zed A. Shaw
5b57fb2033 Now have a simple camera system that I can configure in json for different motion effects. 2025-11-03 00:25:48 -05:00
Zed A. Shaw
222c66a1f2 Now can do a SLIDE motion that is a linear move to an x/y. 2025-11-02 12:35:45 -05:00
Zed A. Shaw
f1f4cbc80f Animations can now be applied to sf::View to do animated camera effects. 2025-11-01 12:29:22 -04:00
Zed A. Shaw
d60e1af6df A bit of refactor to put apply in Animation where it belongs. 2025-11-01 11:13:12 -04:00
Zed A. Shaw
102c8c36d5 BAD: This gets the animation to control the camera, but it's a quick hack to prove it works. 2025-11-01 01:15:18 -04:00
Zed A. Shaw
82a38e5fa1 Now using the jankifier to process my images. 2025-10-30 13:57:25 -04:00
Zed A. Shaw
26d313269c Working on how to do an idle 'breathing' animation for sprites. 2025-10-28 01:03:59 -04:00
Zed A. Shaw
2ecd8528ea Can indicate that a animation is flipped, which will *-1 on the x. 2025-10-27 23:54:31 -04:00
Zed A. Shaw
c4fcb41c34 Now have the ability to specify parameters needed. 2025-10-27 23:01:48 -04:00
Zed A. Shaw
949bbd4f15 Better easings and motion but I need better data. 2025-10-27 22:22:57 -04:00
Zed A. Shaw
f8158a3ea9 Animated scenes can easily make floors that do things, floors with moving elements, but I need to improve the easing/motion parts of the animations. 2025-10-24 00:24:29 -04:00
Zed A. Shaw
2d836a9e2a The layout is now also coming from the bosses.json file so it's totally configured there. 2025-10-23 23:11:48 -04:00
Zed A. Shaw
e5fa76b03c Floor is now just a fixture. 2025-10-23 14:12:04 -04:00
Zed A. Shaw
23f54bd4fe Now fixtures and actors are loaded the same. 2025-10-23 13:48:58 -04:00
Zed A. Shaw
49c9702041 Cleaned up the arena code more and closer to pulling it out for a scene system. 2025-10-23 00:29:15 -04:00
Zed A. Shaw
25f7096489 AnimatedScene now defines how a scene with animated sprites and actors is structured and played. 2025-10-22 00:11:36 -04:00
Zed A. Shaw
7c11ffa2af Now have animated torches that are defined from json, and smoother animations in the arena. 2025-10-21 00:21:46 -04:00
Zed A. Shaw
387d1a5bf5 Now have the ability to place animated fixtures anywhere and to flip them. 2025-10-20 00:29:12 -04:00
Zed A. Shaw
e99c07b50c Add a couple of rats that help the rat king. Render them behind. 2025-10-19 00:55:39 -04:00
Zed A. Shaw
71e3c97cf0 Arena works better now and I can give a list of sprites to work as fixtures in a scene. 2025-10-19 00:47:28 -04:00
Zed A. Shaw
59ba73baa0 Mostly working torch sprites have taught me what I need for the animation system. 2025-10-18 00:13:44 -04:00
Zed A. Shaw
a578c49a77 Basic arena working that lets me work on the boss fight system quicker. 2025-10-16 12:00:33 -04:00
Zed A. Shaw
7f10c5b3d7 New boss scene that's really just a pixelated photo bash done quickly. 2025-10-12 14:05:30 -04:00
Zed A. Shaw
0930b05fc5 Some basic animations working but the loop in bad. 2025-10-10 01:42:42 -04:00
Zed A. Shaw
c33f370572 Animations are now being pulled correctly but I need to add a timing concept to animations instead of ticks. 2025-10-10 00:25:37 -04:00
Zed A. Shaw
517de91a5b Quick code review to refresh my memory. 2025-10-09 01:23:01 -04:00
Zed A. Shaw
f33e14f2cf More on the boss fight sytem, just a basic FSM going. 2025-10-07 12:47:47 -04:00
Zed A. Shaw
61a40ae7cd Refactored boss fight to pull out the FSM code into boss::Fight. 2025-09-29 13:19:59 -04:00
Zed A. Shaw
06a174040f The whole boss fight scene is now configurable with json. 2025-09-27 11:58:44 -04:00
Zed A. Shaw
d398b042a7 New bossfight layout with fake 'paper cutouts' to work out how the UI would work. 2025-09-24 01:29:36 -04:00
Zed A. Shaw
07e281d987 Have a basic understanding of what to do for the boss fight arena, but now want to start over fresh. 2025-09-22 13:43:36 -04:00
Zed A. Shaw
e523aa8b02 Quick refactor of the config system to make it easier to refactor config.cpp/hpp later. 2025-09-16 11:59:30 -04:00
Zed A. Shaw
d1f7337de4 Now have a fully painting/pixelated female hand for the actions. 2025-09-15 13:26:18 -04:00
Zed A. Shaw
7af264e147 Now have a fancy hand animation when you cast your rituals. 2025-09-15 02:14:13 -04:00
Zed A. Shaw
ad3e580495 Animations are refactored to let me spawn in an 'attack animation' but I think the data model is wrong. Rather than spawning in an animation every time I can probably just make one, reposition it, then tell it to play. I'll have to try it. 2025-09-12 11:56:11 -04:00
Zed A. Shaw
8384b11993 Refactored the animation so I can normalize it to one api. Next is to create the concept of a temporary entity that represents a transitive effect. 2025-09-11 14:18:52 -04:00