Commit graph

42 commits

Author SHA1 Message Date
Zed A. Shaw
4f090159ab Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test. 2025-04-04 12:45:55 -04:00
Zed A. Shaw
72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 2025-03-28 12:40:46 -04:00
Zed A. Shaw
6fe343d82d Bad commit previously, but not minimap updates. 2025-03-23 00:06:16 -04:00
Zed A. Shaw
322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 2025-03-23 00:04:23 -04:00
Zed A. Shaw
6c9016eb0f After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it. 2025-03-21 02:51:02 -04:00
Zed A. Shaw
a53f81715d Have a basic map prototype gui working. 2025-03-20 04:13:22 -04:00
Zed A. Shaw
65c9e4b0c6 Initially implemented 'ritual blanket' UI for the crafting of rituals in combat. 2025-03-19 22:10:17 -04:00
Zed A. Shaw
a6d83db20c Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. 2025-03-17 23:53:58 -04:00
Zed A. Shaw
d3158291f7 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. 2025-03-17 15:23:47 -04:00
Zed A. Shaw
db5a371766 Moving some stuff around before writing a test to confirm the EntityAI. 2025-03-14 22:39:08 -04:00
Zed A. Shaw
f3e157a0f7 Enemy AI is now prototyped and can find the player and attack them. 2025-03-14 13:41:22 -04:00
Zed A. Shaw
ad71631809 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. 2025-03-14 11:14:25 -04:00
Zed A. Shaw
ca18422930 BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 2025-03-03 11:15:49 -05:00
Zed A. Shaw
a3f6ba3c03 Refactored the bossfight_ui so it will work with any description of a boss fight. 2025-03-02 12:36:08 -05:00
Zed A. Shaw
43835da88f Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 2025-03-01 13:41:42 -05:00
Zed A. Shaw
25d782df6d Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. 2025-02-28 10:48:45 -05:00
Zed A. Shaw
a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. 2025-02-28 10:20:28 -05:00
Zed A. Shaw
a0c0308461 More boss fight UI done and a bit of ambient sound working. 2025-02-28 00:52:48 -05:00
Zed A. Shaw
64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 2025-02-27 15:24:17 -05:00
Zed A. Shaw
a72d2879fd Don't need the debugging. 2025-02-27 11:12:04 -05:00
Zed A. Shaw
87e1c25cd5 Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. 2025-02-27 02:29:53 -05:00
Zed A. Shaw
d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 2025-02-26 13:39:25 -05:00
Zed A. Shaw
1aba26831b Also allow mouse clicks to stop autowalk. 2025-02-26 12:51:24 -05:00
Zed A. Shaw
d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. 2025-02-26 12:43:12 -05:00
Zed A. Shaw
14a96d0b63 Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it. 2025-02-26 12:22:55 -05:00
Zed A. Shaw
14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2025-02-26 10:39:30 -05:00
Zed A. Shaw
54fbf22b6d 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. 2025-02-25 13:15:39 -05:00
Zed A. Shaw
e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2025-02-25 03:01:07 -05:00
Zed A. Shaw
29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2025-02-24 23:26:50 -05:00
Zed A. Shaw
1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2025-02-24 12:05:54 -05:00
Zed A. Shaw
e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2025-02-23 22:57:27 -05:00
Zed A. Shaw
b7f49aa719 Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them. 2025-02-23 02:13:14 -05:00
Zed A. Shaw
fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2025-02-22 23:26:47 -05:00
Zed A. Shaw
6e56de08c5 Quick little fix to add a blank sound for placeholders. 2025-02-22 22:18:41 -05:00
Zed A. Shaw
3720340ab7 Have a really bad walking sound. 2025-02-22 13:26:33 -05:00
Zed A. Shaw
4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2025-02-21 12:32:55 -05:00
Zed A. Shaw
b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2025-02-21 11:34:46 -05:00
Zed A. Shaw
f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2025-02-21 03:00:56 -05:00
Zed A. Shaw
6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. 2025-02-21 01:04:32 -05:00
Zed A. Shaw
dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 2025-02-21 00:50:54 -05:00
Zed A. Shaw
23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2025-02-21 00:19:35 -05:00
Zed A. Shaw
a7a60ad35c Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb. 2025-02-20 23:18:18 -05:00
Renamed from gui.cpp (Browse further)