Commit graph

46 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
d244106981 When there's actions in the arena the camera moves. 2025-11-22 14:53:52 -05:00
Zed A. Shaw
63a17d7efa Boss fight now has combat stats and damage so I can now have a boss fight. 2025-11-22 00:50:47 -05:00
Zed A. Shaw
8ee3e8736f Simple battle system included in the boss fight but I need to figure out how it should operate. 2025-11-19 13:26:21 -05:00
Zed A. Shaw
de7f9f3445 Tried to get camera to have a reset but couldn't figure out. 2025-11-09 12:54:38 -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
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
8345097e10 Moving some stuff so I can do a camera system using the new sf::View animation stuff. 2025-11-02 22:49:50 -05:00
Zed A. Shaw
222c66a1f2 Now can do a SLIDE motion that is a linear move to an x/y. 2025-11-02 12:35:45 -05:00
Zed A. Shaw
f1f4cbc80f Animations can now be applied to sf::View to do animated camera effects. 2025-11-01 12:29:22 -04:00
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
102c8c36d5 BAD: This gets the animation to control the camera, but it's a quick hack to prove it works. 2025-11-01 01:15:18 -04:00
Zed A. Shaw
cb58bdd955 Now can zoom in on the player when it's their turn. 2025-10-31 14:06:40 -04:00
Zed A. Shaw
740e1052fe Finally have the boss fight rendering into a render texture correctly. The 'flipped' problem was because I didn't call .display() in render. 2025-10-31 12:50:20 -04:00
Zed A. Shaw
2ecd8528ea Can indicate that a animation is flipped, which will *-1 on the x. 2025-10-27 23:54:31 -04:00
Zed A. Shaw
949bbd4f15 Better easings and motion but I need better data. 2025-10-27 22:22:57 -04:00
Zed A. Shaw
4f39f2a504 Moved the animated scene into its own system for better development. 2025-10-23 11:37:35 -04:00
Zed A. Shaw
49c9702041 Cleaned up the arena code more and closer to pulling it out for a scene system. 2025-10-23 00:29:15 -04:00
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
e1da089600 Now the rat king screams. 2025-10-21 00:46:16 -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
387d1a5bf5 Now have the ability to place animated fixtures anywhere and to flip them. 2025-10-20 00:29:12 -04:00
Zed A. Shaw
e99c07b50c Add a couple of rats that help the rat king. Render them behind. 2025-10-19 00:55:39 -04:00
Zed A. Shaw
71e3c97cf0 Arena works better now and I can give a list of sprites to work as fixtures in a scene. 2025-10-19 00:47:28 -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
7f10c5b3d7 New boss scene that's really just a pixelated photo bash done quickly. 2025-10-12 14:05:30 -04:00
Zed A. Shaw
ca38b58450 Now the animations have sounds and using the rat king boss. 2025-10-10 02:00:39 -04:00
Zed A. Shaw
0930b05fc5 Some basic animations working but the loop in bad. 2025-10-10 01:42:42 -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
517de91a5b Quick code review to refresh my memory. 2025-10-09 01:23:01 -04:00
Zed A. Shaw
ee9f8c7c4b Have the first little turn based system going. 2025-10-07 23:07:12 -04:00
Zed A. Shaw
f33e14f2cf More on the boss fight sytem, just a basic FSM going. 2025-10-07 12:47:47 -04:00
Zed A. Shaw
a0861a8f57 Make it possible to quit in the boss fight for faster dev. 2025-09-29 14:04:54 -04:00
Zed A. Shaw
61a40ae7cd Refactored boss fight to pull out the FSM code into boss::Fight. 2025-09-29 13:19:59 -04:00
Zed A. Shaw
3b11ed0a75 The FSM for boss fights is started. 2025-09-27 14:35:24 -04:00
Zed A. Shaw
fdc0bcdb3b Capturing attack clicks so now just have to make my own FSM for the minigame. 2025-09-27 14:10:25 -04:00
Zed A. Shaw
231adb6335 Making the bossfight function by creating the FSM for it. 2025-09-27 13:25:34 -04:00
Zed A. Shaw
06a174040f The whole boss fight scene is now configurable with json. 2025-09-27 11:58:44 -04:00
Zed A. Shaw
06f6098281 Create the systems.cpp for the boss fight mini game. 2025-09-25 11:40:09 -04:00
Zed A. Shaw
27b71d4ba3 Small tweaks to make it easier to position. 2025-09-24 14:48:08 -04:00
Zed A. Shaw
8a828fbd31 Boss fight now reuses the combat_ui.cpp to do the combat panel, so next is making it work with the mechanics I want but no art. 2025-09-24 14:22:24 -04:00
Zed A. Shaw
6ec43026b6 Boss UI buttons in place and ready to work. 2025-09-24 02:17:38 -04:00
Zed A. Shaw
d398b042a7 New bossfight layout with fake 'paper cutouts' to work out how the UI would work. 2025-09-24 01:29:36 -04:00
Zed A. Shaw
7cdd96ef73 A little bit of layout up and displaying to get started. 2025-09-22 14:35:10 -04:00
Zed A. Shaw
07e281d987 Have a basic understanding of what to do for the boss fight arena, but now want to start over fresh. 2025-09-22 13:43:36 -04:00