Commit graph

806 commits

Author SHA1 Message Date
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
df730047ac Animator tool can now play, stop, loop, and toggle an animation. 2026-02-02 00:02:10 -05:00
Zed A. Shaw
7d79e75651 Decided that it's better to adjust the ease_rate manually/visually rather than try to math it. That's what the animator tool is for. 2026-01-31 13:05:56 -05:00
Zed A. Shaw
ca335d21e5 All of the original features now work: simple, flipped, scaled, toggled, looped and stationary is replaced by ease2::scale_only. 2026-01-31 11:40:45 -05:00
Zed A. Shaw
34e4a34f65 Nearly perfect sync between transform and animation, but not sure how to replicate that reliably. 2026-01-30 23:57:02 -05:00
Zed A. Shaw
d4e79f1d3d Animation API getting better but now need to resolve how it works with the frames. 2026-01-30 23:26:35 -05:00
Zed A. Shaw
785d0240da Animator now can apply transforms using the timer alpha which mostly works. 2026-01-28 00:29:39 -05:00
Zed A. Shaw
7f14a39edf Most of the transforms kind of work now need to hook in the new timer. 2026-01-27 23:39:09 -05:00
Zed A. Shaw
20d7612f1c Animation now applies to the animator tool and works. 2026-01-27 13:44:46 -05:00
Zed A. Shaw
b7394f832d Now have a timer for animations that does ticks with deltatime...maybe it works. 2026-01-27 12:52:33 -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
31b815d43e Animation motion() almost works but need to tweak the calculations so they go for the length of the animation? 2026-01-21 23:53:13 -05:00
Zed A. Shaw
60c405b1fc Refactor the animate2 and then start working on the motion feature. 2026-01-21 13:13:58 -05:00
Zed A. Shaw
992b8f0e0a Added an onFrame callback that only is called when a frame change happens. 2026-01-21 00:06:39 -05:00
Zed A. Shaw
ba966aa7bf Animation now applies frame data to sprites. 2026-01-20 23:45:41 -05:00
Zed A. Shaw
d65883fa03 Don't need this. 2026-01-19 11:51:53 -05:00
Zed A. Shaw
5b509c277a Use chrono::duration for animation frame durations. 2026-01-19 11:50:00 -05:00
Zed A. Shaw
d81e127686 Get the FSM for the GUIworked out and fix the rendering so it works right. 2026-01-18 23:12:19 -05:00
Zed A. Shaw
81cbc24064 Have the start of an animation dev tool. 2026-01-17 23:43:44 -05:00
Zed A. Shaw
7d08e60537 First idea for the new animation api. 2026-01-17 00:08:08 -05:00
Zed A. Shaw
acadf3ca31 Started a TDD for the new animation system. 2026-01-15 14:06:30 -05:00
Zed A. Shaw
c6639998ec Animations are now happening lock-step but I have to add random animations in next_combat for it to work. Need more for each result. 2026-01-10 23:54:52 -05:00
Zed A. Shaw
63260f01b9 Refactor before working on animations sending events. 2026-01-06 23:50:03 -05:00
Zed A. Shaw
8b1f288fce Just a quick note about invalid event 1 in this handler. 2026-01-06 22:48:24 -05:00
Zed A. Shaw
a1c3f4df5a Tried to refactor for but #42 but nothing worked. I'll try later. 2026-01-03 00:42:42 -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
22db12f5e4 Can now pan and move the camera to focus on bosses, player, and their actions. 2026-01-02 10:57:44 -05:00
Zed A. Shaw
51bb74e2d7 Better working camera that is constrained in the bounds, but the animations don't follow the bounding. 2026-01-01 12:59:39 -05:00
Zed A. Shaw
6dc9d564c6 Fixed the boss::UI::damage so it says who hit who. 2025-12-30 01:11:08 -05:00
Zed A. Shaw
5676382fbb Moved the camera into the scene where it belongs. 2025-12-29 23:37:42 -05:00
Zed A. Shaw
c71566048e Animations now work better with looped/toggled/normal animations working. 2025-12-28 23:46:11 -05:00
Zed A. Shaw
8208d146de Can now see an enemy take damage, and a damage number, but the effect is inverted. 2025-12-28 02:05:30 -05:00
Zed A. Shaw
f175a5d4aa Animations can work on Sprites,Transformables, and Views and the arena shows the hit/miss text so it follows the entity and hides when the animation stops. 2025-12-24 14:18:41 -05:00
Zed A. Shaw
0d23cf9537 Moved the text attaching code to the arena. 2025-12-24 00:58:38 -05:00
Zed A. Shaw
f50e713179 Now have enough state to show what's going on in the fight, next is to use graphics and stuff to make it better. 2025-12-23 00:11:31 -05:00
Zed A. Shaw
a8863cf687 Getting more UI elements sorted out in the boss fight. 2025-12-20 14:07:52 -05:00
Zed A. Shaw
d4d8d8ca99 Arena/Bossfight now maps mouse coordinates better. 2025-12-20 12:05:45 -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
6e35ff3d6d Update the linux instructions. 2025-12-18 10:24:53 -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
c618a4828f Finally unified all of my events into one place. 2025-12-17 12:51:15 -05:00
Zed A. Shaw
6c34fea64a Boss fight working better now, but I need to fix the events. 2025-12-17 10:45:22 -05:00
Zed A. Shaw
fe76196f83 Switch to using a pointer to the current_level. 2025-12-16 11:51:12 -05:00
Zed A. Shaw
0456c73e4f Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want. 2025-12-16 11:40:29 -05:00
Zed A. Shaw
bf8ce7e16b Fixed some things but now the world and boss fight worlds are out of sync and need to be fixed. tools/arena is broken. 2025-12-13 13:13:59 -05:00
Zed A. Shaw
37b007d79c Fix a bug in palette that kept it from being idempotent. 2025-12-12 11:41:57 -05:00
Zed A. Shaw
986b2612d4 [BREAKING] Battle system now runs the turn based combat better, and lots of interesting things like if you don't choose an action the host AI rebels and does it for you. 2025-12-11 13:49:53 -05:00
Zed A. Shaw
9739441a9c Beginning state machine for controlling the boss fight UI is up. 2025-12-07 00:21:07 -05:00