Commit graph

18 commits

Author SHA1 Message Date
Zed A. Shaw
7c11ffa2af Now have animated torches that are defined from json, and smoother animations in the arena. 2025-10-21 00:21:46 -04:00
Zed A. Shaw
387d1a5bf5 Now have the ability to place animated fixtures anywhere and to flip them. 2025-10-20 00:29:12 -04:00
Zed A. Shaw
e99c07b50c Add a couple of rats that help the rat king. Render them behind. 2025-10-19 00:55:39 -04:00
Zed A. Shaw
71e3c97cf0 Arena works better now and I can give a list of sprites to work as fixtures in a scene. 2025-10-19 00:47:28 -04:00
Zed A. Shaw
7f10c5b3d7 New boss scene that's really just a pixelated photo bash done quickly. 2025-10-12 14:05:30 -04:00
Zed A. Shaw
0930b05fc5 Some basic animations working but the loop in bad. 2025-10-10 01:42:42 -04:00
Zed A. Shaw
c33f370572 Animations are now being pulled correctly but I need to add a timing concept to animations instead of ticks. 2025-10-10 00:25:37 -04:00
Zed A. Shaw
61a40ae7cd Refactored boss fight to pull out the FSM code into boss::Fight. 2025-09-29 13:19:59 -04:00
Zed A. Shaw
06a174040f The whole boss fight scene is now configurable with json. 2025-09-27 11:58:44 -04:00
Zed A. Shaw
d398b042a7 New bossfight layout with fake 'paper cutouts' to work out how the UI would work. 2025-09-24 01:29:36 -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
5c815cf755 Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 2025-03-05 01:01:36 -05:00
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