Zed A. Shaw
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03be0884a4
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Clean up the source tree before reorganizing it.
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2026-02-26 23:43:30 -05:00 |
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Zed A. Shaw
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779599f030
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Entities in the world are now animated like before using the new animation system.
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2026-02-25 12:13:43 -05:00 |
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Zed A. Shaw
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cded8a937e
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Animations are working better in the raycaster but still need refinement.
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2026-02-24 13:42:29 -05:00 |
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Zed A. Shaw
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81a282d544
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Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.
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2026-02-24 11:36:57 -05:00 |
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Zed A. Shaw
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89ca204f3d
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Now the Animation system is no more. Next is cleaning up the quick hacks I needed to finally get rid of it, like animate2::has.
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2026-02-23 23:41:14 -05:00 |
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Zed A. Shaw
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b504afef2a
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The ritual blanket now has the new animation and gained the ability to play the animation reversed for the closing animation.
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2026-02-23 12:05:56 -05:00 |
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Zed A. Shaw
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1a9c395ae6
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Hand animation is now converted.
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2026-02-23 11:27:54 -05:00 |
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Zed A. Shaw
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0fefc83c36
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stories.json now encodes the duration for a transform so that the time code of the event isn't also controlling the time that the transform runs.
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2026-02-22 23:40:00 -05:00 |
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Zed A. Shaw
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024d0cfae7
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storyboard::UI now adapts the camera to fit the story beats, but really story should do that.
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2026-02-22 12:14:42 -05:00 |
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Zed A. Shaw
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d56b4bd335
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Added invariants to the Sequence to hunt down a bug in the tests but I'll leave it there for future testing.
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2026-02-21 13:24:39 -05:00 |
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Zed A. Shaw
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1baca783fc
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Sorted out the animation vs. easing contradiction I believe. Now there's a separate easing_duration that's calculated from the total duration of all frames. Then a easing_position determines where in the total the animation is, which is fed to the asing functions as a ration of easing_position / easing_duration.
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2026-02-21 01:57:33 -05:00 |
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Zed A. Shaw
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364f66bffb
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Camera is now using Animate2 and it's mostly working, but there's a few more refactors needed.
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2026-02-20 00:15:19 -05:00 |
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Zed A. Shaw
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46cc21ec7b
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Camera is now using animate2 but isn't actually using it yet. Just converted.
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2026-02-17 00:55:41 -05:00 |
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Zed A. Shaw
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7bf7b25a10
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Make the player just stand instead of bounce.
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2026-02-15 22:52:24 -05:00 |
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Zed A. Shaw
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2484802d93
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Torches are now flipped, but next is that same crash.
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2026-02-13 11:10:13 -05:00 |
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Zed A. Shaw
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aaf5aa4165
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Arena is now using the new animate2 but needs to be fixed.
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2026-02-11 13:57:19 -05:00 |
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Zed A. Shaw
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547e8ec993
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The animation tool now works and I used it to design an idle animation with the classic bounce.
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2026-02-11 13:00:57 -05:00 |
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Zed A. Shaw
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46f34828e4
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Sound is now working, and the animator tools will play them and also has mute.
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2026-02-06 13:39:34 -05:00 |
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Zed A. Shaw
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a4ffacdb18
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Fix up the animator to show the initial form.
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2026-02-06 12:23:17 -05:00 |
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Zed A. Shaw
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4356b1535e
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Animation tool now lets you cycle through different sequence/transform 'forms' and shows you which one you're viewing.
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2026-02-04 15:10:07 -05:00 |
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Zed A. Shaw
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07b2102f59
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The gorious Lord Keith the Rat King can now have easing and motion functions that are defined in json and hot-reloaded.
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2026-02-04 00:59:26 -05:00 |
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Zed A. Shaw
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77643a4bcd
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Can now specify a background to render the sprite on.
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2026-02-04 00:04:17 -05:00 |
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Zed A. Shaw
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ce3d142208
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Fixed a test that failed because loop was set on the tranform being used.
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2026-02-03 22:34:19 -05:00 |
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Zed A. Shaw
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c092b82dfc
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Animator tool now has no UI, it just watches the file to change time and reloads.
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2026-02-03 13:03:38 -05:00 |
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Zed A. Shaw
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bdfc2397e2
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Fix up the animation test so that it works with random timings even if the example has a timing.
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2026-02-03 11:17:36 -05:00 |
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Zed A. Shaw
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dea0607901
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Now loading the new animations out of assets/animate2.json
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2026-02-03 00:30:49 -05:00 |
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Zed A. Shaw
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c0f69ed026
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Ease2 is the new way to do easing functions.
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2026-01-22 22:32:13 -05:00 |
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Zed A. Shaw
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05fc9062a7
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The shader effects now work correctly on the scene actors, but the application of shaders should be on the animation class.
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2026-01-02 23:23:05 -05:00 |
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Zed A. Shaw
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4b4f9b3916
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Boss fight is now working. Turned out to be something really dumb.
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2025-12-19 12:04:51 -05:00 |
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Zed A. Shaw
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4958f24c1d
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A quick fix for the dungeon combat.
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2025-12-18 11:01:40 -05:00 |
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Zed A. Shaw
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72d51f9558
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Boss and Host now move around the arena based on what happened to them.
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2025-12-18 00:50:05 -05:00 |
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Zed A. Shaw
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94c0d2dc0b
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Using a blank audio for the story board.
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2025-12-05 11:29:26 -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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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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63a17d7efa
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Boss fight now has combat stats and damage so I can now have a boss fight.
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2025-11-22 00:50:47 -05:00 |
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Zed A. Shaw
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8ee3e8736f
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Simple battle system included in the boss fight but I need to figure out how it should operate.
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2025-11-19 13:26:21 -05:00 |
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Zed A. Shaw
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fa4573be7b
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Cutscene is working now, just have to merge it in.
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2025-11-13 13:28:11 -05:00 |
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Zed A. Shaw
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e6072c9f1e
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[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.
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2025-11-13 12:13:58 -05:00 |
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Zed A. Shaw
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c486db5a57
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Can now export the time code/actions from Reaper as json data and the storyboard will play them.
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2025-11-12 11:42:22 -05:00 |
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Zed A. Shaw
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29409c54ce
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Camera for the storyboard can now do pan, bounce, dolly, and shake.
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2025-11-09 11:41:11 -05:00 |
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Zed A. Shaw
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0d326089f7
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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.
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2025-11-09 01:40:15 -05:00 |
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Zed A. Shaw
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2ebefcce05
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Playing with some basic cameras to figure out how the motion will work.
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2025-11-06 01:01:32 -05:00 |
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Zed A. Shaw
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4bda2ee01c
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Now have a simple storyboard system that can display an image and move with the camera to different cells.
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2025-11-04 00:20:49 -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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222c66a1f2
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Now can do a SLIDE motion that is a linear move to an x/y.
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2025-11-02 12:35:45 -05:00 |
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Zed A. Shaw
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f1f4cbc80f
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Animations can now be applied to sf::View to do animated camera effects.
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2025-11-01 12:29:22 -04:00 |
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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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102c8c36d5
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BAD: This gets the animation to control the camera, but it's a quick hack to prove it works.
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2025-11-01 01:15:18 -04:00 |
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