Zed A. Shaw
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8b414c13e6
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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2025-03-04 12:12:27 -05:00 |
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Zed A. Shaw
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033358749f
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Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
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2025-03-01 00:24:19 -05:00 |
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Zed A. Shaw
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14c7f660de
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Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
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2025-02-26 10:39:30 -05:00 |
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Zed A. Shaw
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54fbf22b6d
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We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
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2025-02-25 13:15:39 -05:00 |
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Zed A. Shaw
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5179709e3c
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Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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2025-02-25 00:56:54 -05:00 |
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Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2025-02-24 23:26:50 -05:00 |
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Zed A. Shaw
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fa6311f10c
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Add an ability to mark the main UI dirty so that it forces a render at specific times.
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2025-02-22 23:26:47 -05:00 |
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Zed A. Shaw
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83df9ff03b
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Super awesome twitchy animation for axe guy.
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2025-02-22 11:03:38 -05:00 |
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Zed A. Shaw
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80a0f2ba75
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Basic simple animations where the enemies just move forward.
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2025-02-22 01:36:31 -05:00 |
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Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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2025-02-21 11:34:46 -05:00 |
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Zed A. Shaw
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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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2025-02-21 03:32:44 -05:00 |
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Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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2025-02-21 03:00:56 -05:00 |
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Zed A. Shaw
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3b9525cca4
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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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2025-02-19 23:18:33 -05:00 |
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Zed A. Shaw
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49a71e257e
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GUI for combat now works better and I can create sprites for things if I want.
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2025-02-18 11:28:55 -05:00 |
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Zed A. Shaw
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deb235dbc5
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This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage.
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2025-02-17 05:26:47 -05:00 |
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Zed A. Shaw
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9b3b81683a
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Separate out the major UIs to get ready for their development, and enable debug button.
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2025-02-13 10:55:45 -05:00 |
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Zed A. Shaw
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90351ce0fe
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The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
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2025-02-11 13:31:39 -05:00 |
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Zed A. Shaw
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6bca6d021e
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Sprite is now a component we can place on anything to render it.
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2025-02-10 12:58:24 -05:00 |
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Zed A. Shaw
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9c37960283
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Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly.
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2025-02-10 12:05:07 -05:00 |
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Zed A. Shaw
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2de4b43914
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Remove this formula comment. #NOTE
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2025-02-10 11:34:35 -05:00 |
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Zed A. Shaw
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51972b0c35
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Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
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2025-02-10 11:32:50 -05:00 |
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Zed A. Shaw
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a4c13f7fc9
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Maps are back and have color now. TileCell needs a rework.
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2025-02-09 14:57:19 -05:00 |
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Zed A. Shaw
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3986e6978e
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Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
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2025-02-07 13:50:50 -05:00 |
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Zed A. Shaw
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a19bc47904
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FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0.
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2025-02-07 11:05:15 -05:00 |
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Zed A. Shaw
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4b18b21861
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Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window.
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2025-02-05 20:26:09 -05:00 |
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Zed A. Shaw
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14128ab10f
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Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
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2025-02-05 14:16:31 -05:00 |
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Zed A. Shaw
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d5301acab5
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Sprite is no more, now using the position from the level's world.
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2025-02-05 11:46:40 -05:00 |
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Zed A. Shaw
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d0badedbd9
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More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems.
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2025-02-04 22:52:04 -05:00 |
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Zed A. Shaw
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d6c09e111d
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Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems.
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2025-02-04 14:13:00 -05:00 |
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Zed A. Shaw
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75ffb49a53
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Clean up header includes.
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2025-02-04 13:26:22 -05:00 |
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Zed A. Shaw
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1d3a76e5ee
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Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
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2025-02-04 12:56:20 -05:00 |
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Zed A. Shaw
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976822ceb6
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Mostly working junk camera that can do turnbased lerp smooth motion.
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2025-02-03 10:17:59 -05:00 |
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Zed A. Shaw
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cbf0955786
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Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
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2025-02-01 14:39:08 -05:00 |
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Zed A. Shaw
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a67d25ee10
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Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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2025-01-31 13:37:01 -05:00 |
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Zed A. Shaw
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56d67aba28
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First hack to get a random gen map going.
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2025-01-30 13:23:12 -05:00 |
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Zed A. Shaw
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071808a0f8
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Playing around with shaders for effects on the scene.
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2025-01-27 11:36:00 -05:00 |
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Zed A. Shaw
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3519c73079
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Remove some more junk from the texture thing.
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2025-01-27 10:25:49 -05:00 |
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Zed A. Shaw
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b87217ff90
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Have a barely working animation thing that animates the evil eye when you click a button.
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2025-01-27 05:40:04 -05:00 |
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Zed A. Shaw
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51c1e04f61
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Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
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2025-01-26 19:22:27 -05:00 |
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Zed A. Shaw
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6ed57cd4a8
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Closer to what I want for sprite loading but still needs more work.
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2025-01-25 12:19:14 -05:00 |
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Zed A. Shaw
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51858ea399
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Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
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2025-01-25 12:02:57 -05:00 |
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Zed A. Shaw
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0882851b3f
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
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Zed A. Shaw
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5e6f95513c
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |
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Zed A. Shaw
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ad38f575a3
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Now the sprites are rendered in the 3d scene with just SFML sprites.
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2025-01-23 11:24:06 -05:00 |
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Zed A. Shaw
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da7075864b
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Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
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2025-01-23 02:42:43 -05:00 |
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Zed A. Shaw
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5305aea077
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Fixed up the floor and ceiling textures to not have seams.
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2025-01-22 06:17:28 -05:00 |
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Zed A. Shaw
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c98aa936ad
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The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
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2025-01-19 12:58:05 -05:00 |
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Zed A. Shaw
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ea3dd204a1
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Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options.
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2025-01-19 04:02:42 -05:00 |
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Zed A. Shaw
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53a151511e
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Make it so that DNEBUG is forced on release build, and that the UI stats counter will show that this is a debug build or not via NDEBUG.
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2025-01-18 03:18:44 -05:00 |
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Zed A. Shaw
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cf9682ed70
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Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
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2025-01-18 02:42:41 -05:00 |
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