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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 06a174040f | The whole boss fight scene is now configurable with json. | 2025-09-27 11:58:44 -04:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | ad3e580495 | Animations are refactored to let me spawn in an 'attack animation' but I think the data model is wrong. Rather than spawning in an animation every time I can probably just make one, reposition it, then tell it to play. I'll have to try it. | 2025-09-12 11:56:11 -04:00 |  | 
				
					
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									 Zed A. Shaw | fc4eacadb0 | There's now a Collision component that determines collision if its set. Closes #72. | 2025-08-06 11:43:39 -04:00 |  | 
				
					
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									 Zed A. Shaw | f4fa50a413 | Colors are now being loaded from assets/palette.json | 2025-07-17 10:50:09 -04:00 |  | 
				
					
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									 Zed A. Shaw | a26f0b0c0a | Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. | 2025-07-05 11:18:26 -04:00 |  | 
				
					
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									 Zed A. Shaw | 7602fb0b31 | Not using Weapon anymore. | 2025-06-28 11:53:48 -04:00 |  | 
				
					
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									 Zed A. Shaw | fb064ffbf1 | Loot boxes now have ritual items and you can click on them, or the enemy just dies. | 2025-06-23 01:33:09 -04:00 |  | 
				
					
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									 Zed A. Shaw | 86eabed3db | Now when you loot an item the loot UI works. | 2025-06-11 23:49:37 -04:00 |  | 
				
					
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									 Zed A. Shaw | f208ca946e | Made the components module work like textures and sound so that there's just one constant map of components. | 2025-06-02 23:33:59 -04:00 |  | 
				
					
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									 Zed A. Shaw | ab391aaa97 | Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away. | 2025-06-02 00:58:16 -04:00 |  | 
				
					
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									 Zed A. Shaw | b8d2d1870d | Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. | 2025-06-01 11:10:25 -04:00 |  | 
				
					
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									 Zed A. Shaw | 74a8599977 | Fully converted to using the lel-guecs library externally now. | 2025-05-13 02:48:39 -04:00 |  | 
				
					
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									 Zed A. Shaw | 1a9e068d02 | Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though. | 2025-04-27 13:35:05 -04:00 |  | 
				
					
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									 Zed A. Shaw | 787be78a69 | Now I can attach arbitrary shaders to sprites based on things that happen in the world. | 2025-04-20 00:09:56 -04:00 |  | 
				
					
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									 Zed A. Shaw | 2e79cf8781 | Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me. | 2025-03-22 02:10:56 -04:00 |  | 
				
					
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									 Zed A. Shaw | 1aa6674e42 | Created a nice utility library for doing animations, and used it in the ritual crafting UI. | 2025-03-20 01:10:01 -04:00 |  | 
				
					
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									 Zed A. Shaw | f1cc9f86c1 | Very early prototype of the ritual crafting UI, but it needs its own thing. | 2025-03-19 00:14:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | d3158291f7 | Did a full code coverage review and improved many of the tests and a bunch of code.  I'll do one more final walk through all the code before getting back to work on the new combat system. | 2025-03-17 15:23:47 -04:00 |  | 
				
					
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									 Zed A. Shaw | c4611c0138 | Right before coverage destroys everything. | 2025-03-16 23:17:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | 75db188dc6 | AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. | 2025-03-15 11:43:46 -04:00 |  | 
				
					
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									 Zed A. Shaw | f3e157a0f7 | Enemy AI is now prototyped and can find the player and attack them. | 2025-03-14 13:41:22 -04:00 |  | 
				
					
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									 Zed A. Shaw | ad71631809 | Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. | 2025-03-14 11:14:25 -04:00 |  | 
				
					
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									 Zed A. Shaw | 281a7f687a | Can now mark json/components with std::optional and then they can be null/false to disable them. | 2025-03-04 23:06:46 -05:00 |  | 
				
					
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									 Zed A. Shaw | 243b4c2663 | Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. | 2025-03-04 22:16:47 -05:00 |  | 
				
					
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									 Zed A. Shaw | 8b414c13e6 | Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. | 2025-03-04 12:12:27 -05:00 |  | 
				
					
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									 Zed A. Shaw | eb8fb82837 | BossFightUI now loads out of LevelManager and is treated like a normal level.  This also adds a prototype for a different kind of 'stationary' boss to prototype its motions. | 2025-03-04 09:31:15 -05:00 |  | 
				
					
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									 Zed A. Shaw | ca18422930 | BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. | 2025-03-03 11:15:49 -05:00 |  | 
				
					
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									 Zed A. Shaw | a3f6ba3c03 | Refactored the bossfight_ui so it will work with any description of a boss fight. | 2025-03-02 12:36:08 -05:00 |  | 
				
					
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									 Zed A. Shaw | 43835da88f | Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. | 2025-03-01 13:41:42 -05:00 |  | 
				
					
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									 Zed A. Shaw | b3b8cbbeee | Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. | 2025-03-01 00:46:40 -05:00 |  | 
				
					
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									 Zed A. Shaw | 033358749f | Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. | 2025-03-01 00:24:19 -05:00 |  | 
				
					
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									 Zed A. Shaw | 0878a9e978 | Refactored inventory some so that the UI is not so knowing of the internals. | 2025-02-23 23:57:46 -05:00 |  | 
				
					
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									 Zed A. Shaw | e0e7a1027c | Inventory system basically works now but is in a alpha hack stage.  Time to refactor. | 2025-02-23 22:57:27 -05:00 |  | 
				
					
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									 Zed A. Shaw | b7f49aa719 | Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them. | 2025-02-23 02:13:14 -05:00 |  | 
				
					
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									 Zed A. Shaw | 20cbc3a21c | Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. | 2025-02-22 12:48:37 -05:00 |  | 
				
					
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									 Zed A. Shaw | 83df9ff03b | Super awesome twitchy animation for axe guy. | 2025-02-22 11:03:38 -05:00 |  | 
				
					
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									 Zed A. Shaw | 80a0f2ba75 | Basic simple animations where the enemies just move forward. | 2025-02-22 01:36:31 -05:00 |  | 
				
					
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									 Zed A. Shaw | d2700d2928 | You now have blood on your screen when below half health. | 2025-02-13 13:15:20 -05:00 |  | 
				
					
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									 Zed A. Shaw | 9b3b81683a | Separate out the major UIs to get ready for their development, and enable debug button. | 2025-02-13 10:55:45 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6bca6d021e | Sprite is now a component we can place on anything to render it. | 2025-02-10 12:58:24 -05:00 |  | 
				
					
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									 Zed A. Shaw | 0cbe20af35 | Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. | 2025-02-09 15:54:17 -05:00 |  | 
				
					
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									 Zed A. Shaw | a4c13f7fc9 | Maps are back and have color now. TileCell needs a rework. | 2025-02-09 14:57:19 -05:00 |  | 
				
					
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									 Zed A. Shaw | a69be90464 | Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. | 2025-02-08 21:16:25 -05:00 |  | 
				
					
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									 Zed A. Shaw | 9e91c71125 | BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. | 2025-02-08 14:03:09 -05:00 |  | 
				
					
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									 Zed A. Shaw | d798d154ae | We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. | 2025-02-07 19:32:00 -05:00 |  |