Commit graph

814 commits

Author SHA1 Message Date
Zed A. Shaw
dd3952d5c1 Refactor the raycaster to separate update from render. 2026-02-28 12:22:03 -05:00
Zed A. Shaw
36efdc91aa Don't need tracy. 2026-02-28 11:00:06 -05:00
Zed A. Shaw
0ff5fd1980 First step to a normal update/render loop. 2026-02-28 10:59:28 -05:00
Zed A. Shaw
46c6fce47e Simple fix to make the story and boss fight scenes work. 2026-02-28 10:46:51 -05:00
Zed A. Shaw
ff3a6c4a85 Don't need this. 2026-02-27 22:12:55 -05:00
Zed A. Shaw
5179f1c781 Final move of files to a better place. Only thing in the root is very common stuff. 2026-02-27 15:10:17 -05:00
Zed A. Shaw
ebe84c4d78 Most files moved, now the stragglers. 2026-02-27 14:48:16 -05:00
Zed A. Shaw
f460add0af Graphics reorg done. 2026-02-27 14:11:13 -05:00
Zed A. Shaw
86a9f815c1 animation and lights moved to graphics 2026-02-27 13:57:44 -05:00
Zed A. Shaw
229ad2dd95 Textures and palette moved to graphics. 2026-02-27 13:09:44 -05:00
Zed A. Shaw
b91e9ffaf6 Algos directory is setup. 2026-02-27 12:07:01 -05:00
Zed A. Shaw
0064664556 Matrix moved. 2026-02-27 11:43:14 -05:00
Zed A. Shaw
5863920105 Combat is now working. 2026-02-27 11:28:56 -05:00
Zed A. Shaw
13ec422aae AI is now moved. 2026-02-27 11:21:42 -05:00
Zed A. Shaw
1d4ae911b9 Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build. 2026-02-27 10:49:19 -05:00
Zed A. Shaw
4778677647 Remove tracy, not using it. 2026-02-27 10:17:44 -05:00
Zed A. Shaw
9e8816181d Not using tracy. 2026-02-27 00:13:19 -05:00
Zed A. Shaw
b61dd167b8 Needed to remove more dead code. 2026-02-27 00:08:29 -05:00
Zed A. Shaw
03be0884a4 Clean up the source tree before reorganizing it. 2026-02-26 23:43:30 -05:00
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
cded8a937e Animations are working better in the raycaster but still need refinement. 2026-02-24 13:42:29 -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
83f62e3f45 Move the step_animation out of the animate2 module since it's only used in raycaster.cpp. 2026-02-24 11:14:16 -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
b504afef2a The ritual blanket now has the new animation and gained the ability to play the animation reversed for the closing animation. 2026-02-23 12:05:56 -05:00
Zed A. Shaw
1a9c395ae6 Hand animation is now converted. 2026-02-23 11:27:54 -05:00
Zed A. Shaw
e3065f7add Cleaning out stray animation.hpp files to make finding usage easier. 2026-02-23 00:21:57 -05:00
Zed A. Shaw
0fefc83c36 stories.json now encodes the duration for a transform so that the time code of the event isn't also controlling the time that the transform runs. 2026-02-22 23:40:00 -05:00
Zed A. Shaw
088f9e022e Refactor the story->camera converter to be a part of the camera. 2026-02-22 23:02:02 -05:00
Zed A. Shaw
024d0cfae7 storyboard::UI now adapts the camera to fit the story beats, but really story should do that. 2026-02-22 12:14:42 -05:00
Zed A. Shaw
d56b4bd335 Added invariants to the Sequence to hunt down a bug in the tests but I'll leave it there for future testing. 2026-02-21 13:24:39 -05:00
Zed A. Shaw
1baca783fc 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. 2026-02-21 01:57:33 -05:00
Zed A. Shaw
0c798c9e0d Fixed the way scene updates, but it's still not connecting the ticks to the updates in animation. 2026-02-20 11:06:14 -05:00
Zed A. Shaw
32e9c65331 First implementation of doing the usual update/render dance. 2026-02-20 10:32:37 -05:00
Zed A. Shaw
364f66bffb Camera is now using Animate2 and it's mostly working, but there's a few more refactors needed. 2026-02-20 00:15:19 -05:00
Zed A. Shaw
46cc21ec7b Camera is now using animate2 but isn't actually using it yet. Just converted. 2026-02-17 00:55:41 -05:00
Zed A. Shaw
7bf7b25a10 Make the player just stand instead of bounce. 2026-02-15 22:52:24 -05:00
Zed A. Shaw
f8a8033890 Arena is working with the new animate2 but boss/fight.cpp needs a complete overhaul. 2026-02-15 12:04:53 -05:00
Zed A. Shaw
ba91929bfd Everyone has different animations, but they tend to cancel each other out. Need to refine it next. 2026-02-13 23:57:16 -05:00
Zed A. Shaw
458bf7e25e Scene now renders correctly, but I need to pull out the json in config_scene_element and make a component that's loaded. 2026-02-13 23:30:57 -05:00
Zed A. Shaw
2cef58be69 Found it. I was taking a reference to a function pointer that was on the stack. 2026-02-13 12:38:25 -05:00
Zed A. Shaw
2484802d93 Torches are now flipped, but next is that same crash. 2026-02-13 11:10:13 -05:00
Zed A. Shaw
0e8b661273 Figured out the crash, but want to see what valgrind would say. 2026-02-12 12:59:35 -05:00
Zed A. Shaw
aaf5aa4165 Arena is now using the new animate2 but needs to be fixed. 2026-02-11 13:57:19 -05:00
Zed A. Shaw
547e8ec993 The animation tool now works and I used it to design an idle animation with the classic bounce. 2026-02-11 13:00:57 -05:00
Zed A. Shaw
80f100f223 Can now apply a shader using the animation's timer but not sure if there should be shaders on animations or outside or both. 2026-02-09 13:58:28 -05:00
Zed A. Shaw
0d481a5ab7 Animator won't crash anymore when there's an error, and instead displays an error message. 2026-02-07 13:05:24 -05:00
Zed A. Shaw
46f34828e4 Sound is now working, and the animator tools will play them and also has mute. 2026-02-06 13:39:34 -05:00
Zed A. Shaw
a4ffacdb18 Fix up the animator to show the initial form. 2026-02-06 12:23:17 -05:00