Commit graph

12 commits

Author SHA1 Message Date
Zed A. Shaw
779599f030 Entities in the world are now animated like before using the new animation system. 2026-02-25 12:13:43 -05:00
Zed A. Shaw
594be65f45 Refine how the raycaster.cpp uses animations so there's less back-and-forth on the intrect. 2026-02-24 22:51:55 -05:00
Zed A. Shaw
81a282d544 Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though. 2026-02-24 11:36:57 -05:00
Zed A. Shaw
89ca204f3d 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. 2026-02-23 23:41:14 -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
d60e1af6df A bit of refactor to put apply in Animation where it belongs. 2025-11-01 11:13:12 -04:00
Zed A. Shaw
26d313269c Working on how to do an idle 'breathing' animation for sprites. 2025-10-28 01:03:59 -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
ad3e580495 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. 2025-09-12 11:56:11 -04:00
Zed A. Shaw
8384b11993 Refactored the animation so I can normalize it to one api. Next is to create the concept of a temporary entity that represents a transitive effect. 2025-09-11 14:18:52 -04:00
Zed A. Shaw
8b3573b01d Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized. 2025-03-20 03:25:35 -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