Commit graph

280 commits

Author SHA1 Message Date
Zed A. Shaw
4c11829580 Doors are placed and you can walk through them, also fixed the way the jankifier renders so that it uses a consistent bit depth for all the textures. 2026-03-16 23:53:06 -04:00
Zed A. Shaw
0add3b29ae Now have doors that you can walk though. No open/close animation yet. 2026-03-16 12:53:10 -04:00
Zed A. Shaw
03be0884a4 Clean up the source tree before reorganizing it. 2026-02-26 23:43:30 -05:00
Zed A. Shaw
779599f030 Entities in the world are now animated like before using the new animation system. 2026-02-25 12:13:43 -05:00
Zed A. Shaw
cded8a937e Animations are working better in the raycaster but still need refinement. 2026-02-24 13:42:29 -05:00
Zed A. Shaw
81a282d544 Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though. 2026-02-24 11:36:57 -05:00
Zed A. Shaw
89ca204f3d 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. 2026-02-23 23:41:14 -05:00
Zed A. Shaw
b504afef2a The ritual blanket now has the new animation and gained the ability to play the animation reversed for the closing animation. 2026-02-23 12:05:56 -05:00
Zed A. Shaw
1a9c395ae6 Hand animation is now converted. 2026-02-23 11:27:54 -05:00
Zed A. Shaw
0fefc83c36 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. 2026-02-22 23:40:00 -05:00
Zed A. Shaw
024d0cfae7 storyboard::UI now adapts the camera to fit the story beats, but really story should do that. 2026-02-22 12:14:42 -05:00
Zed A. Shaw
d56b4bd335 Added invariants to the Sequence to hunt down a bug in the tests but I'll leave it there for future testing. 2026-02-21 13:24:39 -05:00
Zed A. Shaw
1baca783fc 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. 2026-02-21 01:57:33 -05:00
Zed A. Shaw
364f66bffb Camera is now using Animate2 and it's mostly working, but there's a few more refactors needed. 2026-02-20 00:15:19 -05:00
Zed A. Shaw
46cc21ec7b Camera is now using animate2 but isn't actually using it yet. Just converted. 2026-02-17 00:55:41 -05:00
Zed A. Shaw
7bf7b25a10 Make the player just stand instead of bounce. 2026-02-15 22:52:24 -05:00
Zed A. Shaw
2484802d93 Torches are now flipped, but next is that same crash. 2026-02-13 11:10:13 -05:00
Zed A. Shaw
aaf5aa4165 Arena is now using the new animate2 but needs to be fixed. 2026-02-11 13:57:19 -05:00
Zed A. Shaw
547e8ec993 The animation tool now works and I used it to design an idle animation with the classic bounce. 2026-02-11 13:00:57 -05:00
Zed A. Shaw
46f34828e4 Sound is now working, and the animator tools will play them and also has mute. 2026-02-06 13:39:34 -05:00
Zed A. Shaw
a4ffacdb18 Fix up the animator to show the initial form. 2026-02-06 12:23:17 -05:00
Zed A. Shaw
4356b1535e Animation tool now lets you cycle through different sequence/transform 'forms' and shows you which one you're viewing. 2026-02-04 15:10:07 -05:00
Zed A. Shaw
07b2102f59 The gorious Lord Keith the Rat King can now have easing and motion functions that are defined in json and hot-reloaded. 2026-02-04 00:59:26 -05:00
Zed A. Shaw
77643a4bcd Can now specify a background to render the sprite on. 2026-02-04 00:04:17 -05:00
Zed A. Shaw
ce3d142208 Fixed a test that failed because loop was set on the tranform being used. 2026-02-03 22:34:19 -05:00
Zed A. Shaw
c092b82dfc Animator tool now has no UI, it just watches the file to change time and reloads. 2026-02-03 13:03:38 -05:00
Zed A. Shaw
bdfc2397e2 Fix up the animation test so that it works with random timings even if the example has a timing. 2026-02-03 11:17:36 -05:00
Zed A. Shaw
dea0607901 Now loading the new animations out of assets/animate2.json 2026-02-03 00:30:49 -05:00
Zed A. Shaw
c0f69ed026 Ease2 is the new way to do easing functions. 2026-01-22 22:32:13 -05:00
Zed A. Shaw
05fc9062a7 The shader effects now work correctly on the scene actors, but the application of shaders should be on the animation class. 2026-01-02 23:23:05 -05:00
Zed A. Shaw
4b4f9b3916 Boss fight is now working. Turned out to be something really dumb. 2025-12-19 12:04:51 -05:00
Zed A. Shaw
4958f24c1d A quick fix for the dungeon combat. 2025-12-18 11:01:40 -05:00
Zed A. Shaw
72d51f9558 Boss and Host now move around the arena based on what happened to them. 2025-12-18 00:50:05 -05:00
Zed A. Shaw
94c0d2dc0b Using a blank audio for the story board. 2025-12-05 11:29:26 -05:00
Zed A. Shaw
94b46a2f95 Fix up the main game based on arena changes. 2025-12-05 11:20:35 -05:00
Zed A. Shaw
f839edcd56 BattleEngine is now connected to the boss::UI so as you click it'll continually run the plan and figure out the AI actions. 2025-12-05 00:51:35 -05:00
Zed A. Shaw
a38bb5b691 Basic AP (Action Points) system tied to the AI actions, but there's no way to set 'has AP' for the AI? 2025-12-03 15:24:41 -05:00
Zed A. Shaw
b48df3f4db Can now run the full AI for all combatants and then sort by the action costs to make the action queue. 2025-11-27 12:46:14 -05:00
Zed A. Shaw
63a17d7efa Boss fight now has combat stats and damage so I can now have a boss fight. 2025-11-22 00:50:47 -05:00
Zed A. Shaw
8ee3e8736f Simple battle system included in the boss fight but I need to figure out how it should operate. 2025-11-19 13:26:21 -05:00
Zed A. Shaw
fa4573be7b Cutscene is working now, just have to merge it in. 2025-11-13 13:28:11 -05:00
Zed A. Shaw
e6072c9f1e [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. 2025-11-13 12:13:58 -05:00
Zed A. Shaw
c486db5a57 Can now export the time code/actions from Reaper as json data and the storyboard will play them. 2025-11-12 11:42:22 -05:00
Zed A. Shaw
29409c54ce Camera for the storyboard can now do pan, bounce, dolly, and shake. 2025-11-09 11:41:11 -05:00
Zed A. Shaw
0d326089f7 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. 2025-11-09 01:40:15 -05:00
Zed A. Shaw
2ebefcce05 Playing with some basic cameras to figure out how the motion will work. 2025-11-06 01:01:32 -05:00
Zed A. Shaw
4bda2ee01c Now have a simple storyboard system that can display an image and move with the camera to different cells. 2025-11-04 00:20:49 -05:00
Zed A. Shaw
5b57fb2033 Now have a simple camera system that I can configure in json for different motion effects. 2025-11-03 00:25:48 -05:00
Zed A. Shaw
222c66a1f2 Now can do a SLIDE motion that is a linear move to an x/y. 2025-11-02 12:35:45 -05:00
Zed A. Shaw
f1f4cbc80f Animations can now be applied to sf::View to do animated camera effects. 2025-11-01 12:29:22 -04:00