Zed A. Shaw
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9739441a9c
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Beginning state machine for controlling the boss fight UI is up.
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2025-12-07 00:21:07 -05:00 |
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Zed A. Shaw
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1537a81aac
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Cleanup before refactoring the boss/fight.cpp code.
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2025-12-05 12:02:57 -05:00 |
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Zed A. Shaw
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94b46a2f95
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Fix up the main game based on arena changes.
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2025-12-05 11:20:35 -05:00 |
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Zed A. Shaw
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f839edcd56
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BattleEngine is now connected to the boss::UI so as you click it'll continually run the plan and figure out the AI actions.
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2025-12-05 00:51:35 -05:00 |
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Zed A. Shaw
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a38bb5b691
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Basic AP (Action Points) system tied to the AI actions, but there's no way to set 'has AP' for the AI?
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2025-12-03 15:24:41 -05:00 |
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Zed A. Shaw
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c78b2ae75e
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Now have the basics of the turn based battle engine with AI rebellion working.
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2025-12-01 00:14:08 -05:00 |
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Zed A. Shaw
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b48df3f4db
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Can now run the full AI for all combatants and then sort by the action costs to make the action queue.
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2025-11-27 12:46:14 -05:00 |
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Zed A. Shaw
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5b57fb2033
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Now have a simple camera system that I can configure in json for different motion effects.
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2025-11-03 00:25:48 -05:00 |
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Zed A. Shaw
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d60e1af6df
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A bit of refactor to put apply in Animation where it belongs.
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2025-11-01 11:13:12 -04:00 |
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Zed A. Shaw
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e5fa76b03c
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Floor is now just a fixture.
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2025-10-23 14:12:04 -04:00 |
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Zed A. Shaw
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25f7096489
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AnimatedScene now defines how a scene with animated sprites and actors is structured and played.
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2025-10-22 00:11:36 -04:00 |
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Zed A. Shaw
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71e3c97cf0
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Arena works better now and I can give a list of sprites to work as fixtures in a scene.
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2025-10-19 00:47:28 -04:00 |
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Zed A. Shaw
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7f10c5b3d7
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New boss scene that's really just a pixelated photo bash done quickly.
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2025-10-12 14:05:30 -04:00 |
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Zed A. Shaw
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c33f370572
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Animations are now being pulled correctly but I need to add a timing concept to animations instead of ticks.
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2025-10-10 00:25:37 -04:00 |
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Zed A. Shaw
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06a174040f
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The whole boss fight scene is now configurable with json.
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2025-09-27 11:58:44 -04:00 |
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Zed A. Shaw
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d398b042a7
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New bossfight layout with fake 'paper cutouts' to work out how the UI would work.
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2025-09-24 01:29:36 -04:00 |
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Zed A. Shaw
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07e281d987
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Have a basic understanding of what to do for the boss fight arena, but now want to start over fresh.
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2025-09-22 13:43:36 -04:00 |
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Zed A. Shaw
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e523aa8b02
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Quick refactor of the config system to make it easier to refactor config.cpp/hpp later.
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2025-09-16 11:59:30 -04:00 |
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Zed A. Shaw
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7af264e147
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Now have a fancy hand animation when you cast your rituals.
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2025-09-15 02:14:13 -04:00 |
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Zed A. Shaw
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ad3e580495
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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.
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2025-09-12 11:56:11 -04:00 |
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Zed A. Shaw
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ca3b04b895
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Invalid test, should be enemy.
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2025-09-03 11:28:29 -04:00 |
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Zed A. Shaw
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0c8cb197c2
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Fix the map opening and closing all the time.
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2025-09-02 13:56:19 -04:00 |
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Zed A. Shaw
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a11e7de14e
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Fix up the spatialmap to have an occupied_by method which checks if a square is occupied and returns what is there.
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2025-09-02 12:46:05 -04:00 |
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Zed A. Shaw
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9faad5f263
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FINALLY figured out how to rotate to face a square, thanks to all the help from Twitch chat. I need to study Trig.
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2025-09-02 02:26:08 -04:00 |
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Zed A. Shaw
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d822cb3438
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Have a way to detect the best rotation but it's still off a bit. Seems to choose wrong in simple situations. Look in System::shortest_rotate.
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2025-09-01 01:37:03 -04:00 |
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Zed A. Shaw
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4365aa4bfc
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Now added a System::multi_path which can target to multiple entities.
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2025-08-31 00:39:35 -04:00 |
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Zed A. Shaw
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fc678c6b42
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Pathing in either diagonal or simple motion works.
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2025-08-31 00:17:47 -04:00 |
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Zed A. Shaw
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e92fd2b6f3
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Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps.
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2025-08-30 10:48:52 -04:00 |
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Zed A. Shaw
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7ffa6025ce
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And finally fix some of the API names to make more sense in their current location.
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2025-08-20 23:49:30 -04:00 |
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Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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2025-08-20 23:20:36 -04:00 |
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Zed A. Shaw
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c46927ea10
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Now all of the old LevelManager code is gone. Next phase is to rename the Game:: to something better then test the shit out of it.
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2025-08-20 13:31:02 -04:00 |
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Zed A. Shaw
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a83ee77eea
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levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
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2025-08-20 01:10:42 -04:00 |
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Zed A. Shaw
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5aca2fb56a
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Tests are now clean so next step is to officially nuke the level manager.
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2025-08-20 00:48:20 -04:00 |
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Zed A. Shaw
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564f9842a2
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All of the UIs should be cleared out, and that just leaves the tests.
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2025-08-19 23:58:42 -04:00 |
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Zed A. Shaw
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d5ff57e025
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Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
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2025-08-19 11:05:32 -04:00 |
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Zed A. Shaw
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644ff6edc0
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Bad test that wasn't running.
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2025-08-18 23:55:14 -04:00 |
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Zed A. Shaw
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20fa95bd93
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Simple test to make sure world events actually loop. Closes #84.
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2025-08-17 10:18:06 -04:00 |
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Zed A. Shaw
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05d54ff661
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Now also combat works no matter what's on the ground. Closes #81.
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2025-08-09 00:13:38 -04:00 |
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Zed A. Shaw
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f84b63f0e6
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The problem with picking up items under a dead body is fixed but now need to fix combat.
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2025-08-07 12:13:39 -04:00 |
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Zed A. Shaw
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97fe02d99d
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Add a new dead_body sprite for things that are dead but you can't loot them.
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2025-08-06 23:13:29 -04:00 |
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Zed A. Shaw
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9bf6926dc3
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A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck.
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2025-08-03 23:58:59 -04:00 |
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Zed A. Shaw
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9c02fb846b
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Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78.
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2025-08-03 01:56:34 -04:00 |
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Zed A. Shaw
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23ead1f0ca
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SpatialMap now has a full test suite and that helped find some bugs.
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2025-08-01 13:33:34 -04:00 |
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Zed A. Shaw
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f26189c696
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SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision.
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2025-07-31 13:00:39 -04:00 |
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Zed A. Shaw
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b193bab148
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Add in the tests from finding the bug in spatial map.
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2025-07-31 00:03:36 -04:00 |
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Zed A. Shaw
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d6326c9e41
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Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea.
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2025-07-29 03:12:44 -04:00 |
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Zed A. Shaw
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ff7111b006
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2025-07-22 15:04:22 -04:00 |
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Zed A. Shaw
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6f91533950
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Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map.
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2025-07-21 23:21:24 -04:00 |
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Zed A. Shaw
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2997dc363b
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FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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2025-07-21 13:10:03 -04:00 |
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Zed A. Shaw
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d264760405
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Fog of War works but it's in the wrong place and needs to be based on light.
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2025-07-20 01:34:39 -04:00 |
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