Zed A. Shaw
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a342c53b02
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RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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2025-04-24 01:15:49 -04:00 |
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Zed A. Shaw
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43435509f6
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Fixed system to use the BattleEngine result.
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2025-04-24 00:45:25 -04:00 |
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Zed A. Shaw
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bf8a2dc0c5
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Simple quick way to do different attacks that play different shaders.
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2025-04-23 12:32:28 -04:00 |
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Zed A. Shaw
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58981fd8ed
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Setting up to have a fire attack and lightning attack.
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2025-04-20 22:53:43 -04:00 |
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Zed A. Shaw
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787be78a69
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Now I can attach arbitrary shaders to sprites based on things that happen in the world.
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2025-04-20 00:09:56 -04:00 |
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Zed A. Shaw
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bec8fe0a13
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Note from ORBLISH on idea for hover sounds.
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2025-04-17 23:05:26 -04:00 |
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Zed A. Shaw
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1b4f55804c
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The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
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2025-04-16 00:02:27 -04:00 |
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Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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2025-04-15 19:34:39 -04:00 |
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Zed A. Shaw
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467a26628c
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Wrong shader.
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2025-04-15 12:47:07 -04:00 |
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Zed A. Shaw
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137dcc1f30
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Missing resources.
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2025-04-15 12:46:13 -04:00 |
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Zed A. Shaw
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57e042e786
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Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
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2025-04-15 12:02:24 -04:00 |
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Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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2025-04-15 11:38:38 -04:00 |
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Zed A. Shaw
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7186c2ecb0
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I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
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2025-04-15 01:01:44 -04:00 |
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Zed A. Shaw
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84a5f06dac
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Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset.
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2025-04-14 23:06:08 -04:00 |
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Zed A. Shaw
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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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2025-04-14 13:16:19 -04:00 |
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Zed A. Shaw
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08bc48df3d
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GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want.
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2025-04-14 12:12:21 -04:00 |
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Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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2025-04-13 22:31:13 -04:00 |
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Zed A. Shaw
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edee3ac0c9
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Quick test that shows the shader now just work on any UI element.
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2025-04-13 17:16:27 -04:00 |
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Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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2025-04-13 17:11:21 -04:00 |
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Zed A. Shaw
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a5b8e411e3
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I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables.
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2025-04-13 15:17:08 -04:00 |
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Zed A. Shaw
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80b4faf940
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Added a screen size parameters to the fragviewer.
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2025-04-11 11:44:33 -04:00 |
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Zed A. Shaw
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576110ea44
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Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
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2025-04-10 23:42:45 -04:00 |
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Zed A. Shaw
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724d3edb61
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Wrote my own quick and dirty fragment shader viewer.
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2025-04-09 23:59:09 -04:00 |
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Zed A. Shaw
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b5d93399d5
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Converted the buttons to reflect the actions you can take.
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2025-04-08 14:36:51 -04:00 |
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Zed A. Shaw
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d7e9944e58
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Change the buttons to text for development until I can get the icons/art.
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2025-04-08 13:01:56 -04:00 |
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Zed A. Shaw
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e11a374d26
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No need to compile arena anymore.
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2025-04-08 13:01:37 -04:00 |
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Zed A. Shaw
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5a3b567fd1
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Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS.
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2025-04-08 13:01:24 -04:00 |
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Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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2025-04-07 14:02:32 -04:00 |
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Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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2025-04-07 10:35:30 -04:00 |
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Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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2025-04-06 23:29:25 -04:00 |
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Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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2025-04-06 15:32:19 -04:00 |
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Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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2025-04-06 00:45:51 -04:00 |
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Zed A. Shaw
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e18aeaf05c
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Bring back a simple blood splatter texture.
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2025-04-05 17:48:24 -04:00 |
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Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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2025-04-05 17:17:26 -04:00 |
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Zed A. Shaw
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6d73c87c4e
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Debug UI now has little icons for each enemy and can spawn any enemy. Also I forgot the files.
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2025-04-05 12:25:34 -04:00 |
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Zed A. Shaw
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07ce8a4148
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New debug_ui that shows perf data, other debug info, and allows spawning enemies.
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2025-04-05 12:09:19 -04:00 |
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Zed A. Shaw
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4f090159ab
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Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
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2025-04-04 12:45:55 -04:00 |
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Zed A. Shaw
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b6c1eba1b3
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Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance.
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2025-04-03 10:25:41 -04:00 |
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Zed A. Shaw
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c1aba2d5c8
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This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm.
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2025-04-03 10:14:50 -04:00 |
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Zed A. Shaw
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c014e65c13
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Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost.
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2025-04-01 13:48:59 -04:00 |
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Zed A. Shaw
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52f45e1d45
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Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
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2025-03-31 13:51:27 -04:00 |
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Zed A. Shaw
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862d8b4d81
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Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
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2025-03-31 11:27:48 -04:00 |
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Zed A. Shaw
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6fa7b0a418
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Accidentally committed code during testing.
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2025-03-30 13:41:43 -04:00 |
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Zed A. Shaw
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0ebc60793a
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Brought back the closed_set to avoid visiting nodes already handled.
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2025-03-30 12:55:59 -04:00 |
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Zed A. Shaw
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922fbeba0e
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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2025-03-30 12:37:34 -04:00 |
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Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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2025-03-28 12:40:46 -04:00 |
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Zed A. Shaw
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47c6bfd531
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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2025-03-26 13:34:52 -04:00 |
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Zed A. Shaw
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da273cbee6
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Refactored rituals so they can be used in different situations.
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2025-03-24 12:30:58 -04:00 |
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Zed A. Shaw
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5af9a6664e
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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2025-03-23 11:34:50 -04:00 |
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Zed A. Shaw
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d7ff7d6acf
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Map view now displays a simple status message, more to come.
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2025-03-23 00:25:11 -04:00 |
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