Zed A. Shaw
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02c42eb042
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System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing. Closes #46.
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2025-06-28 13:19:07 -04:00 |
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Zed A. Shaw
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57d69015c2
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Renamed to random_walk since that's what it called. Closes #26.
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2025-06-28 11:38:06 -04:00 |
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Zed A. Shaw
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769530b45c
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Now standardized on GameConfig everywhere I can. Closes #28.
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2025-06-28 11:32:58 -04:00 |
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Zed A. Shaw
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ea92dcc3c4
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2025-06-26 23:22:22 -04:00 |
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Zed A. Shaw
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6ff1919587
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Cleaned up the move operation more so that I can use it in the other places that I need it.
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2025-06-24 13:23:55 -04:00 |
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Zed A. Shaw
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f559b5a39d
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Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG.
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2025-06-24 11:33:37 -04:00 |
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Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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2025-06-23 01:33:09 -04:00 |
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Zed A. Shaw
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e0588847fa
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Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
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2025-06-22 12:50:09 -04:00 |
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Zed A. Shaw
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812407c3df
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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2025-06-21 10:51:45 -04:00 |
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Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2025-06-20 13:17:12 -04:00 |
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Zed A. Shaw
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119b3ed11d
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Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now.
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2025-06-19 00:45:22 -04:00 |
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Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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2025-06-14 00:43:40 -04:00 |
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Zed A. Shaw
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af933c827a
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Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground.
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2025-06-12 19:41:32 -04:00 |
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Zed A. Shaw
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7db64b73c5
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Made some notes for the next bit of work.
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2025-06-12 13:45:54 -04:00 |
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Zed A. Shaw
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7b0bac4f59
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You now click on things to interact with them.
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2025-06-12 13:24:25 -04:00 |
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Zed A. Shaw
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2aa4f0a2e8
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Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
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2025-06-12 13:06:36 -04:00 |
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Zed A. Shaw
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2458f01ebd
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Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff.
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2025-06-12 00:10:21 -04:00 |
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Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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2025-06-11 23:49:37 -04:00 |
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Zed A. Shaw
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f208ca946e
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Made the components module work like textures and sound so that there's just one constant map of components.
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2025-06-02 23:33:59 -04:00 |
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Zed A. Shaw
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ab391aaa97
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Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
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2025-06-02 00:58:16 -04:00 |
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Zed A. Shaw
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931d9493d2
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The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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2025-05-26 13:59:26 -04:00 |
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Zed A. Shaw
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e015652f4c
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Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
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2025-05-26 00:29:32 -04:00 |
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Zed A. Shaw
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8453e7c3b9
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Map is back.
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2025-05-25 22:39:42 -04:00 |
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Zed A. Shaw
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3a745d492a
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Refactored out the tilemap since it was mostly doing nothing useful.
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2025-05-25 11:39:43 -04:00 |
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Zed A. Shaw
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edf10c976a
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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2025-05-02 11:39:39 -04:00 |
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Zed A. Shaw
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1a9e068d02
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Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
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2025-04-27 13:35:05 -04:00 |
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Zed A. Shaw
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bc557652ba
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The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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2025-04-26 13:18:43 -04:00 |
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Zed A. Shaw
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ad1d08ca96
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There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
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2025-04-26 00:57:23 -04:00 |
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Zed A. Shaw
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30997cbff5
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Test rituals are now configurable in assets/config.json
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2025-04-24 23:06:15 -04:00 |
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Zed A. Shaw
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ebb69dd589
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Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though.
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2025-04-24 13:43:57 -04:00 |
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Zed A. Shaw
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43435509f6
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Fixed system to use the BattleEngine result.
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2025-04-24 00:45:25 -04:00 |
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Zed A. Shaw
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bf8a2dc0c5
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Simple quick way to do different attacks that play different shaders.
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2025-04-23 12:32:28 -04:00 |
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Zed A. Shaw
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58981fd8ed
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Setting up to have a fire attack and lightning attack.
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2025-04-20 22:53:43 -04:00 |
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Zed A. Shaw
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787be78a69
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Now I can attach arbitrary shaders to sprites based on things that happen in the world.
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2025-04-20 00:09:56 -04:00 |
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Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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2025-04-07 14:02:32 -04:00 |
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Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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2025-04-07 10:35:30 -04:00 |
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Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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2025-04-06 23:29:25 -04:00 |
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Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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2025-04-06 15:32:19 -04:00 |
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Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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2025-04-06 00:45:51 -04:00 |
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Zed A. Shaw
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47c6bfd531
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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2025-03-26 13:34:52 -04:00 |
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Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2025-03-22 02:10:56 -04:00 |
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Zed A. Shaw
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a6d83db20c
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Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
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2025-03-17 23:53:58 -04:00 |
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Zed A. Shaw
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d3158291f7
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Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
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2025-03-17 15:23:47 -04:00 |
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Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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2025-03-16 23:17:43 -04:00 |
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Zed A. Shaw
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75db188dc6
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AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health.
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2025-03-15 11:43:46 -04:00 |
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Zed A. Shaw
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c4e01775bc
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Enemies will now get scared when their health is low.
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2025-03-15 10:45:27 -04:00 |
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Zed A. Shaw
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db5a371766
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Moving some stuff around before writing a test to confirm the EntityAI.
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2025-03-14 22:39:08 -04:00 |
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Zed A. Shaw
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f3e157a0f7
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Enemy AI is now prototyped and can find the player and attack them.
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2025-03-14 13:41:22 -04:00 |
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Zed A. Shaw
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ad71631809
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Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System.
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2025-03-14 11:14:25 -04:00 |
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Zed A. Shaw
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ee804581a8
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Autowalker is working way better and now I have a plan for using the AI in the System.
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2025-03-13 13:44:42 -04:00 |
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