Zed A. Shaw
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89ca204f3d
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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.
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2026-02-23 23:41:14 -05:00 |
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Zed A. Shaw
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e3065f7add
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Cleaning out stray animation.hpp files to make finding usage easier.
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2026-02-23 00:21:57 -05:00 |
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Zed A. Shaw
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d56b4bd335
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Added invariants to the Sequence to hunt down a bug in the tests but I'll leave it there for future testing.
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2026-02-21 13:24:39 -05:00 |
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Zed A. Shaw
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1baca783fc
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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.
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2026-02-21 01:57:33 -05:00 |
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Zed A. Shaw
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0d481a5ab7
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Animator won't crash anymore when there's an error, and instead displays an error message.
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2026-02-07 13:05:24 -05:00 |
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Zed A. Shaw
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a4ffacdb18
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Fix up the animator to show the initial form.
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2026-02-06 12:23:17 -05:00 |
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Zed A. Shaw
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ce3d142208
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Fixed a test that failed because loop was set on the tranform being used.
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2026-02-03 22:34:19 -05:00 |
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Zed A. Shaw
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bdfc2397e2
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Fix up the animation test so that it works with random timings even if the example has a timing.
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2026-02-03 11:17:36 -05:00 |
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Zed A. Shaw
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dea0607901
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Now loading the new animations out of assets/animate2.json
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2026-02-03 00:30:49 -05:00 |
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Zed A. Shaw
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df730047ac
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Animator tool can now play, stop, loop, and toggle an animation.
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2026-02-02 00:02:10 -05:00 |
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Zed A. Shaw
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ca335d21e5
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All of the original features now work: simple, flipped, scaled, toggled, looped and stationary is replaced by ease2::scale_only.
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2026-01-31 11:40:45 -05:00 |
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Zed A. Shaw
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34e4a34f65
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Nearly perfect sync between transform and animation, but not sure how to replicate that reliably.
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2026-01-30 23:57:02 -05:00 |
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Zed A. Shaw
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d4e79f1d3d
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Animation API getting better but now need to resolve how it works with the frames.
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2026-01-30 23:26:35 -05:00 |
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Zed A. Shaw
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785d0240da
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Animator now can apply transforms using the timer alpha which mostly works.
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2026-01-28 00:29:39 -05:00 |
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Zed A. Shaw
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7f14a39edf
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Most of the transforms kind of work now need to hook in the new timer.
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2026-01-27 23:39:09 -05:00 |
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Zed A. Shaw
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b7394f832d
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Now have a timer for animations that does ticks with deltatime...maybe it works.
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2026-01-27 12:52:33 -05:00 |
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Zed A. Shaw
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c0f69ed026
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Ease2 is the new way to do easing functions.
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2026-01-22 22:32:13 -05:00 |
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Zed A. Shaw
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31b815d43e
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Animation motion() almost works but need to tweak the calculations so they go for the length of the animation?
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2026-01-21 23:53:13 -05:00 |
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Zed A. Shaw
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60c405b1fc
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Refactor the animate2 and then start working on the motion feature.
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2026-01-21 13:13:58 -05:00 |
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Zed A. Shaw
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992b8f0e0a
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Added an onFrame callback that only is called when a frame change happens.
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2026-01-21 00:06:39 -05:00 |
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Zed A. Shaw
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ba966aa7bf
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Animation now applies frame data to sprites.
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2026-01-20 23:45:41 -05:00 |
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Zed A. Shaw
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d65883fa03
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Don't need this.
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2026-01-19 11:51:53 -05:00 |
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Zed A. Shaw
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5b509c277a
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Use chrono::duration for animation frame durations.
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2026-01-19 11:50:00 -05:00 |
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Zed A. Shaw
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81cbc24064
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Have the start of an animation dev tool.
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2026-01-17 23:43:44 -05:00 |
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Zed A. Shaw
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7d08e60537
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First idea for the new animation api.
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2026-01-17 00:08:08 -05:00 |
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Zed A. Shaw
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acadf3ca31
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Started a TDD for the new animation system.
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2026-01-15 14:06:30 -05:00 |
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Zed A. Shaw
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bf8ce7e16b
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Fixed some things but now the world and boss fight worlds are out of sync and need to be fixed. tools/arena is broken.
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2025-12-13 13:13:59 -05:00 |
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Zed A. Shaw
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37b007d79c
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Fix a bug in palette that kept it from being idempotent.
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2025-12-12 11:41:57 -05:00 |
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Zed A. Shaw
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986b2612d4
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[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.
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2025-12-11 13:49:53 -05:00 |
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Zed A. Shaw
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9739441a9c
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Beginning state machine for controlling the boss fight UI is up.
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2025-12-07 00:21:07 -05:00 |
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Zed A. Shaw
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1537a81aac
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Cleanup before refactoring the boss/fight.cpp code.
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2025-12-05 12:02:57 -05:00 |
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Zed A. Shaw
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94b46a2f95
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Fix up the main game based on arena changes.
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2025-12-05 11:20:35 -05:00 |
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Zed A. Shaw
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f839edcd56
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BattleEngine is now connected to the boss::UI so as you click it'll continually run the plan and figure out the AI actions.
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2025-12-05 00:51:35 -05:00 |
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Zed A. Shaw
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a38bb5b691
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Basic AP (Action Points) system tied to the AI actions, but there's no way to set 'has AP' for the AI?
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2025-12-03 15:24:41 -05:00 |
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Zed A. Shaw
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c78b2ae75e
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Now have the basics of the turn based battle engine with AI rebellion working.
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2025-12-01 00:14:08 -05:00 |
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Zed A. Shaw
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b48df3f4db
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Can now run the full AI for all combatants and then sort by the action costs to make the action queue.
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2025-11-27 12:46:14 -05:00 |
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Zed A. Shaw
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5b57fb2033
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Now have a simple camera system that I can configure in json for different motion effects.
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2025-11-03 00:25:48 -05:00 |
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Zed A. Shaw
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d60e1af6df
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A bit of refactor to put apply in Animation where it belongs.
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2025-11-01 11:13:12 -04:00 |
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Zed A. Shaw
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e5fa76b03c
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Floor is now just a fixture.
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2025-10-23 14:12:04 -04:00 |
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Zed A. Shaw
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25f7096489
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AnimatedScene now defines how a scene with animated sprites and actors is structured and played.
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2025-10-22 00:11:36 -04:00 |
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Zed A. Shaw
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71e3c97cf0
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Arena works better now and I can give a list of sprites to work as fixtures in a scene.
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2025-10-19 00:47:28 -04:00 |
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Zed A. Shaw
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7f10c5b3d7
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New boss scene that's really just a pixelated photo bash done quickly.
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2025-10-12 14:05:30 -04:00 |
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Zed A. Shaw
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c33f370572
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Animations are now being pulled correctly but I need to add a timing concept to animations instead of ticks.
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2025-10-10 00:25:37 -04:00 |
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Zed A. Shaw
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06a174040f
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The whole boss fight scene is now configurable with json.
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2025-09-27 11:58:44 -04:00 |
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Zed A. Shaw
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d398b042a7
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New bossfight layout with fake 'paper cutouts' to work out how the UI would work.
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2025-09-24 01:29:36 -04:00 |
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Zed A. Shaw
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07e281d987
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Have a basic understanding of what to do for the boss fight arena, but now want to start over fresh.
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2025-09-22 13:43:36 -04:00 |
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Zed A. Shaw
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e523aa8b02
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Quick refactor of the config system to make it easier to refactor config.cpp/hpp later.
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2025-09-16 11:59:30 -04:00 |
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Zed A. Shaw
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7af264e147
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Now have a fancy hand animation when you cast your rituals.
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2025-09-15 02:14:13 -04:00 |
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Zed A. Shaw
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ad3e580495
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Animations are refactored to let me spawn in an 'attack animation' but I think the data model is wrong. Rather than spawning in an animation every time I can probably just make one, reposition it, then tell it to play. I'll have to try it.
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2025-09-12 11:56:11 -04:00 |
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Zed A. Shaw
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ca3b04b895
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Invalid test, should be enemy.
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2025-09-03 11:28:29 -04:00 |
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