Commit graph

19 commits

Author SHA1 Message Date
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
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
29409c54ce Camera for the storyboard can now do pan, bounce, dolly, and shake. 2025-11-09 11:41:11 -05:00
Zed A. Shaw
0d326089f7 Movement is now much smoother for the easing functions and I can pan around better, but it's hard coded to only do pan at the moment. 2025-11-09 01:40:15 -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
ab1a415b55 Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. 2025-06-29 11:11:12 -04:00
Zed A. Shaw
90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. 2025-05-22 14:25:42 -04:00
Zed A. Shaw
4eaf3c35d6 Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better. 2025-05-22 12:24:59 -04:00
Zed A. Shaw
c7c48658bd Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor. 2025-04-06 15:32:19 -04:00
Zed A. Shaw
dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 2025-02-21 00:50:54 -05:00
Zed A. Shaw
51972b0c35 Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup. 2025-02-10 11:32:50 -05:00
Zed A. Shaw
a19bc47904 FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0. 2025-02-07 11:05:15 -05:00
Zed A. Shaw
1973a7a1df GUI MOVE state is now cleaner and the camera is more consistent. 2025-02-06 11:55:43 -05:00
Zed A. Shaw
d6c09e111d Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems. 2025-02-04 14:13:00 -05:00
Zed A. Shaw
1d3a76e5ee Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. 2025-02-04 12:56:20 -05:00
Zed A. Shaw
7228bdf210 Trying out an FSM for controlling the main loop. 2025-02-04 00:52:54 -05:00
Zed A. Shaw
740e30cb2b Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it? 2025-02-03 14:17:20 -05:00
Zed A. Shaw
48ac6603a8 Implement a little junk camera on its own that we can use later for movement and views. 2025-02-03 11:08:17 -05:00