Commit graph

40 commits

Author SHA1 Message Date
Zed A. Shaw
b48df3f4db Can now run the full AI for all combatants and then sort by the action costs to make the action queue. 2025-11-27 12:46:14 -05:00
Zed A. Shaw
8fdaadaf12 Cutscenes are now integrated into the game. LONG LIVE THE RAT KING! 2025-11-14 01:25:10 -05:00
Zed A. Shaw
5e9dad51b0 Make it possible to specify the story to play. 2025-11-12 11:48:24 -05:00
Zed A. Shaw
b5280b4a4d Have a simple thing that moves every 3 seconds of a song/audio playing to a new panel. 2025-11-11 00:25:36 -05:00
Zed A. Shaw
4bda2ee01c Now have a simple storyboard system that can display an image and move with the camera to different cells. 2025-11-04 00:20:49 -05:00
Zed A. Shaw
e915baf6fc Start the storyboard tool for designing/playing the cutscenes. 2025-11-03 00:37:21 -05:00
Zed A. Shaw
5b57fb2033 Now have a simple camera system that I can configure in json for different motion effects. 2025-11-03 00:25:48 -05:00
Zed A. Shaw
25f7096489 AnimatedScene now defines how a scene with animated sprites and actors is structured and played. 2025-10-22 00:11:36 -04:00
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
59ba73baa0 Mostly working torch sprites have taught me what I need for the animation system. 2025-10-18 00:13:44 -04:00
Zed A. Shaw
a578c49a77 Basic arena working that lets me work on the boss fight system quicker. 2025-10-16 12:00:33 -04:00
Zed A. Shaw
e523aa8b02 Quick refactor of the config system to make it easier to refactor config.cpp/hpp later. 2025-09-16 11:59:30 -04:00
Zed A. Shaw
a20d701096 Rename to GameDB and GameDB::Level. 2025-08-20 23:20:36 -04:00
Zed A. Shaw
a83ee77eea levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name. 2025-08-20 01:10:42 -04:00
Zed A. Shaw
b9209beddd Better error when you have duplicate map icons. 2025-08-10 12:29:53 -04:00
Zed A. Shaw
d93bc1615c Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs. 2025-07-23 14:03:41 -04:00
Zed A. Shaw
ff7111b006 Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2025-07-22 15:04:22 -04:00
Zed A. Shaw
973495b687 Map now has a color theme rather than random colors. 2025-07-17 12:59:20 -04:00
Zed A. Shaw
f4fa50a413 Colors are now being loaded from assets/palette.json 2025-07-17 10:50:09 -04:00
Zed A. Shaw
75646619b3 Map now displays and works, just need to refine the colors and the compass directions. 2025-07-15 13:28:23 -04:00
Zed A. Shaw
3b06105813 Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works. 2025-07-11 22:38:08 -04:00
Zed A. Shaw
5db3d1a306 Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it. 2025-07-11 02:24:47 -04:00
Zed A. Shaw
5e01eb29a9 There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. 2025-07-11 01:02:27 -04:00
Zed A. Shaw
b2a6262964 Now have background color for the sprites used in the maps. 2025-07-10 00:12:32 -04:00
Zed A. Shaw
b16ca3fd65 I now have hacked in basic color for the wall tiles but not enemies and items. 2025-07-09 14:36:31 -04:00
Zed A. Shaw
b2d0b0ee4c Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning. 2025-07-09 13:34:18 -04:00
Zed A. Shaw
2c011079a8 I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game. 2025-07-09 01:54:49 -04:00
Zed A. Shaw
cfefffe1cc I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are. 2025-07-09 00:34:50 -04:00
Zed A. Shaw
40611d4d54 Crop the map sprite so it's not bigger than necessary. 2025-07-08 22:54:59 -04:00
Zed A. Shaw
04b3cf3f16 Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell. 2025-07-08 13:26:43 -04:00
Zed A. Shaw
d6e2b64140 icongen now makes a sprite sheet for the map which should be easier to work with. 2025-07-08 13:09:39 -04:00
Zed A. Shaw
dbc2000434 Started a map icon gen tool that will load the fonts and create tile sprites for everything I use. 2025-07-08 00:55:45 -04:00
Zed A. Shaw
bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 2025-04-23 12:32:28 -04:00
Zed A. Shaw
1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. 2025-04-16 00:02:27 -04:00
Zed A. Shaw
5ffa3b0d1e Everyone is on fire temporarily. 2025-04-15 19:34:39 -04:00
Zed A. Shaw
80b4faf940 Added a screen size parameters to the fragviewer. 2025-04-11 11:44:33 -04:00
Zed A. Shaw
576110ea44 Fragviewer can now load a sprite from my sprite list and then apply shaders to it. 2025-04-10 23:42:45 -04:00
Zed A. Shaw
724d3edb61 Wrote my own quick and dirty fragment shader viewer. 2025-04-09 23:59:09 -04:00
Zed A. Shaw
07ce8a4148 New debug_ui that shows perf data, other debug info, and allows spawning enemies. 2025-04-05 12:09:19 -04:00
Zed A. Shaw
4f090159ab 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. 2025-04-04 12:45:55 -04:00