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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59ba73baa0
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Mostly working torch sprites have taught me what I need for the animation system.
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2025-10-18 00:13:44 -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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a0861a8f57
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Make it possible to quit in the boss fight for faster dev.
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2025-09-29 14:04:54 -04:00 |
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Zed A. Shaw
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61a40ae7cd
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Refactored boss fight to pull out the FSM code into boss::Fight.
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2025-09-29 13:19:59 -04:00 |
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Zed A. Shaw
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fdc0bcdb3b
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Capturing attack clicks so now just have to make my own FSM for the minigame.
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2025-09-27 14:10:25 -04:00 |
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Zed A. Shaw
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231adb6335
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Making the bossfight function by creating the FSM for it.
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2025-09-27 13:25:34 -04:00 |
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Zed A. Shaw
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06f6098281
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Create the systems.cpp for the boss fight mini game.
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2025-09-25 11:40:09 -04:00 |
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Zed A. Shaw
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8a828fbd31
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Boss fight now reuses the combat_ui.cpp to do the combat panel, so next is making it work with the mechanics I want but no art.
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2025-09-24 14:22:24 -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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d1f7337de4
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Now have a fully painting/pixelated female hand for the actions.
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2025-09-15 13:26:18 -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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40b2d7f45d
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Bring over various autowalker improvements.
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2025-09-04 12:23:43 -04:00 |
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Zed A. Shaw
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9c5bad5959
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This fixes the bug where you get 'stuck' while moving and passing an enemy. Need to sort out why this fixes it though. Closes #30.
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2025-09-04 11:48:12 -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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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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4a2d8770d9
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Cleaned up how the camera is configured so that it can be easily queried in other parts like the autowalker.
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2025-08-25 23:23:05 -04:00 |
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Zed A. Shaw
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4bf9a9177f
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Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does.
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2025-08-23 01:40:51 -04:00 |
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Zed A. Shaw
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fc8e65f4d6
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Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls.
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2025-08-22 22:29:22 -04:00 |
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Zed A. Shaw
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586343a614
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Enemies will now fight back if they're cornered. Was actually way easier than I thought.
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2025-08-21 23:32:34 -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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81e25f73bb
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Next phase of the refactor is done. Now to replace everything in Systems.
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2025-08-19 01:07:28 -04:00 |
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Zed A. Shaw
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b839fb6463
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The problem was keeping a reference in a class/object means that it will not get updated copies when levelmanager makes a new level. Honestly that whole constelation of bullshit needs to die. Closes #62.
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2025-08-18 01:13:31 -04:00 |
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Zed A. Shaw
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25a143cf22
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Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
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2025-08-17 10:51:08 -04:00 |
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Zed A. Shaw
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a86912705c
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Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable.
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2025-08-14 14:10:28 -04:00 |
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Zed A. Shaw
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ad0069e899
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Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
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2025-08-13 11:43:23 -04:00 |
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Zed A. Shaw
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f19c1dbb20
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Now you can heal yourself.
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2025-08-11 16:59:19 -04:00 |
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Zed A. Shaw
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e03a63f9fb
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A little bit of refactoring while thinking about the loot next.
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2025-08-10 12:42:28 -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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0d889cd0ff
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Quick start to making it possible to use healing items, or any item really. Going with a style that it has to be on your toolbar to use it, and the toolbelt looks in your inventory to see ifyou have healing items.
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2025-08-06 13:16:22 -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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694ee210d6
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -04:00 |
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Zed A. Shaw
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1788b8fb28
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Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.
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2025-08-02 23:11:59 -04:00 |
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Zed A. Shaw
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e51fb8627c
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Switching to Linux to find a memory bug and I want to keep a record of what caused it.
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2025-07-30 22:34:26 -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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d93bc1615c
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -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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b311713064
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Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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2025-07-22 01:08:48 -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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