Commit graph

42 commits

Author SHA1 Message Date
Zed A. Shaw
a26f0b0c0a Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. 2025-07-05 11:18:26 -04:00
Zed A. Shaw
7602fb0b31 Not using Weapon anymore. 2025-06-28 11:53:48 -04:00
Zed A. Shaw
fb064ffbf1 Loot boxes now have ritual items and you can click on them, or the enemy just dies. 2025-06-23 01:33:09 -04:00
Zed A. Shaw
86eabed3db Now when you loot an item the loot UI works. 2025-06-11 23:49:37 -04:00
Zed A. Shaw
f208ca946e Made the components module work like textures and sound so that there's just one constant map of components. 2025-06-02 23:33:59 -04:00
Zed A. Shaw
ab391aaa97 Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away. 2025-06-02 00:58:16 -04:00
Zed A. Shaw
b8d2d1870d Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 2025-06-01 11:10:25 -04:00
Zed A. Shaw
74a8599977 Fully converted to using the lel-guecs library externally now. 2025-05-13 02:48:39 -04:00
Zed A. Shaw
1a9e068d02 Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though. 2025-04-27 13:35:05 -04:00
Zed A. Shaw
787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. 2025-04-20 00:09:56 -04:00
Zed A. Shaw
2e79cf8781 Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me. 2025-03-22 02:10:56 -04:00
Zed A. Shaw
1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 2025-03-20 01:10:01 -04:00
Zed A. Shaw
f1cc9f86c1 Very early prototype of the ritual crafting UI, but it needs its own thing. 2025-03-19 00:14:43 -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
c4611c0138 Right before coverage destroys everything. 2025-03-16 23:17:43 -04:00
Zed A. Shaw
75db188dc6 AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. 2025-03-15 11:43:46 -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
281a7f687a Can now mark json/components with std::optional and then they can be null/false to disable them. 2025-03-04 23:06:46 -05:00
Zed A. Shaw
243b4c2663 Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 2025-03-04 22:16:47 -05:00
Zed A. Shaw
8b414c13e6 Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 2025-03-04 12:12:27 -05:00
Zed A. Shaw
eb8fb82837 BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions. 2025-03-04 09:31:15 -05:00
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
b3b8cbbeee Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. 2025-03-01 00:46:40 -05:00
Zed A. Shaw
033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. 2025-03-01 00:24:19 -05:00
Zed A. Shaw
0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. 2025-02-23 23:57:46 -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
20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2025-02-22 12:48:37 -05:00
Zed A. Shaw
83df9ff03b Super awesome twitchy animation for axe guy. 2025-02-22 11:03:38 -05:00
Zed A. Shaw
80a0f2ba75 Basic simple animations where the enemies just move forward. 2025-02-22 01:36:31 -05:00
Zed A. Shaw
d2700d2928 You now have blood on your screen when below half health. 2025-02-13 13:15:20 -05:00
Zed A. Shaw
9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 2025-02-13 10:55:45 -05:00
Zed A. Shaw
6bca6d021e Sprite is now a component we can place on anything to render it. 2025-02-10 12:58:24 -05:00
Zed A. Shaw
0cbe20af35 Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. 2025-02-09 15:54:17 -05:00
Zed A. Shaw
a4c13f7fc9 Maps are back and have color now. TileCell needs a rework. 2025-02-09 14:57:19 -05:00
Zed A. Shaw
a69be90464 Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 2025-02-08 21:16:25 -05:00
Zed A. Shaw
9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2025-02-08 14:03:09 -05:00
Zed A. Shaw
d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 2025-02-07 19:32:00 -05:00
Zed A. Shaw
2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2025-01-30 11:38:57 -05:00