Zed A. Shaw
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a71d6340db
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Tests now run the repair() step.
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2026-03-13 00:36:49 -04:00 |
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Zed A. Shaw
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e6fcbd8dcf
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Maze gen can now more efficiently produce an interesting map that is fully pathable.
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2026-03-12 00:54:34 -04:00 |
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Zed A. Shaw
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f85ae8a6c6
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Better map generation and a test that re-rolls maps that aren't valid to figure out the stats of map gen failures.
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2026-03-11 12:31:51 -04:00 |
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Zed A. Shaw
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8090251a71
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I can validate that a map is pathable, but can't fix it.
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2026-03-10 00:42:58 -04:00 |
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Zed A. Shaw
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74f92dfe2c
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Gave up on adding a buffer and I'll just let rooms be near eachother. Seems to produce interesting results anyway.
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2026-03-09 11:12:26 -04:00 |
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Zed A. Shaw
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8b129aea6b
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More refinement of the maps. Now the inner box won't have rooms in it and I can mark a region free of rooms. Rooms also have a guaranteed door.
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2026-03-08 12:25:40 -04:00 |
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Zed A. Shaw
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87a1193a4a
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Tone down the map gen tests.
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2026-03-08 03:31:18 -04:00 |
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Zed A. Shaw
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fb41c153c1
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With some help from chat I sorted out how to randomize rooms without overlap.
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2026-03-08 03:28:49 -04:00 |
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Zed A. Shaw
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47c0d4a5f0
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Initial fix for large center rooms not having entry exit.
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2026-03-07 00:10:42 -05:00 |
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Zed A. Shaw
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5179f1c781
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Final move of files to a better place. Only thing in the root is very common stuff.
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2026-02-27 15:10:17 -05:00 |
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Zed A. Shaw
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86a9f815c1
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animation and lights moved to graphics
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2026-02-27 13:57:44 -05:00 |
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Zed A. Shaw
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229ad2dd95
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Textures and palette moved to graphics.
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2026-02-27 13:09:44 -05:00 |
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Zed A. Shaw
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b91e9ffaf6
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Algos directory is setup.
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2026-02-27 12:07:01 -05:00 |
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Zed A. Shaw
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0064664556
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Matrix moved.
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2026-02-27 11:43:14 -05:00 |
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Zed A. Shaw
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5863920105
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Combat is now working.
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2026-02-27 11:28:56 -05:00 |
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Zed A. Shaw
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13ec422aae
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AI is now moved.
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2026-02-27 11:21:42 -05:00 |
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Zed A. Shaw
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1d4ae911b9
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Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build.
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2026-02-27 10:49:19 -05:00 |
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Zed A. Shaw
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b61dd167b8
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Needed to remove more dead code.
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2026-02-27 00:08:29 -05:00 |
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Zed A. Shaw
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81a282d544
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Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.
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2026-02-24 11:36:57 -05:00 |
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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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