Commit graph

  • 785d0240da Animator now can apply transforms using the timer alpha which mostly works. master Zed A. Shaw 2026-01-28 00:29:39 -05:00
  • 7f14a39edf Most of the transforms kind of work now need to hook in the new timer. Zed A. Shaw 2026-01-27 23:39:09 -05:00
  • 20d7612f1c Animation now applies to the animator tool and works. Zed A. Shaw 2026-01-27 13:44:46 -05:00
  • b7394f832d Now have a timer for animations that does ticks with deltatime...maybe it works. Zed A. Shaw 2026-01-27 12:52:33 -05:00
  • c0f69ed026 Ease2 is the new way to do easing functions. Zed A. Shaw 2026-01-22 22:32:13 -05:00
  • 31b815d43e Animation motion() almost works but need to tweak the calculations so they go for the length of the animation? Zed A. Shaw 2026-01-21 23:53:13 -05:00
  • 60c405b1fc Refactor the animate2 and then start working on the motion feature. Zed A. Shaw 2026-01-21 13:13:58 -05:00
  • 992b8f0e0a Added an onFrame callback that only is called when a frame change happens. Zed A. Shaw 2026-01-21 00:06:39 -05:00
  • ba966aa7bf Animation now applies frame data to sprites. Zed A. Shaw 2026-01-20 23:45:41 -05:00
  • d65883fa03 Don't need this. Zed A. Shaw 2026-01-19 11:51:53 -05:00
  • 5b509c277a Use chrono::duration for animation frame durations. Zed A. Shaw 2026-01-19 11:50:00 -05:00
  • d81e127686 Get the FSM for the GUIworked out and fix the rendering so it works right. Zed A. Shaw 2026-01-18 23:12:19 -05:00
  • 81cbc24064 Have the start of an animation dev tool. Zed A. Shaw 2026-01-17 23:43:44 -05:00
  • 7d08e60537 First idea for the new animation api. Zed A. Shaw 2026-01-17 00:08:08 -05:00
  • acadf3ca31 Started a TDD for the new animation system. Zed A. Shaw 2026-01-15 14:06:30 -05:00
  • c6639998ec Animations are now happening lock-step but I have to add random animations in next_combat for it to work. Need more for each result. Zed A. Shaw 2026-01-10 23:54:52 -05:00
  • 63260f01b9 Refactor before working on animations sending events. Zed A. Shaw 2026-01-06 23:50:03 -05:00
  • 8b1f288fce Just a quick note about invalid event 1 in this handler. Zed A. Shaw 2026-01-06 22:48:24 -05:00
  • a1c3f4df5a Tried to refactor for but #42 but nothing worked. I'll try later. Zed A. Shaw 2026-01-03 00:42:42 -05:00
  • 05fc9062a7 The shader effects now work correctly on the scene actors, but the application of shaders should be on the animation class. Zed A. Shaw 2026-01-02 23:23:05 -05:00
  • 22db12f5e4 Can now pan and move the camera to focus on bosses, player, and their actions. Zed A. Shaw 2026-01-02 10:57:44 -05:00
  • 51bb74e2d7 Better working camera that is constrained in the bounds, but the animations don't follow the bounding. Zed A. Shaw 2026-01-01 12:59:39 -05:00
  • 6dc9d564c6 Fixed the boss::UI::damage so it says who hit who. Zed A. Shaw 2025-12-30 01:11:08 -05:00
  • 5676382fbb Moved the camera into the scene where it belongs. Zed A. Shaw 2025-12-29 23:37:42 -05:00
  • c71566048e Animations now work better with looped/toggled/normal animations working. Zed A. Shaw 2025-12-28 23:46:11 -05:00
  • 8208d146de Can now see an enemy take damage, and a damage number, but the effect is inverted. Zed A. Shaw 2025-12-28 02:05:30 -05:00
  • f175a5d4aa Animations can work on Sprites,Transformables, and Views and the arena shows the hit/miss text so it follows the entity and hides when the animation stops. Zed A. Shaw 2025-12-24 14:18:41 -05:00
  • 0d23cf9537 Moved the text attaching code to the arena. Zed A. Shaw 2025-12-24 00:58:38 -05:00
  • f50e713179 Now have enough state to show what's going on in the fight, next is to use graphics and stuff to make it better. Zed A. Shaw 2025-12-23 00:11:31 -05:00
  • a8863cf687 Getting more UI elements sorted out in the boss fight. Zed A. Shaw 2025-12-20 14:07:52 -05:00
  • d4d8d8ca99 Arena/Bossfight now maps mouse coordinates better. Zed A. Shaw 2025-12-20 12:05:45 -05:00
  • 4b4f9b3916 Boss fight is now working. Turned out to be something really dumb. Zed A. Shaw 2025-12-19 12:04:51 -05:00
  • 4958f24c1d A quick fix for the dungeon combat. Zed A. Shaw 2025-12-18 11:01:40 -05:00
  • 6e35ff3d6d Update the linux instructions. Zed A. Shaw 2025-12-18 10:24:53 -05:00
  • 72d51f9558 Boss and Host now move around the arena based on what happened to them. Zed A. Shaw 2025-12-18 00:50:05 -05:00
  • c618a4828f Finally unified all of my events into one place. Zed A. Shaw 2025-12-17 12:51:15 -05:00
  • 6c34fea64a Boss fight working better now, but I need to fix the events. Zed A. Shaw 2025-12-17 10:45:22 -05:00
  • fe76196f83 Switch to using a pointer to the current_level. Zed A. Shaw 2025-12-16 11:51:12 -05:00
  • 0456c73e4f Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want. Zed A. Shaw 2025-12-16 11:40:29 -05:00
  • bf8ce7e16b Fixed some things but now the world and boss fight worlds are out of sync and need to be fixed. tools/arena is broken. Zed A. Shaw 2025-12-13 13:13:59 -05:00
  • 37b007d79c Fix a bug in palette that kept it from being idempotent. Zed A. Shaw 2025-12-12 11:41:57 -05:00
  • 986b2612d4 [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. Zed A. Shaw 2025-12-11 13:49:53 -05:00
  • 9739441a9c Beginning state machine for controlling the boss fight UI is up. Zed A. Shaw 2025-12-07 00:21:07 -05:00
  • 1537a81aac Cleanup before refactoring the boss/fight.cpp code. Zed A. Shaw 2025-12-05 12:02:57 -05:00
  • 94c0d2dc0b Using a blank audio for the story board. Zed A. Shaw 2025-12-05 11:29:26 -05:00
  • 94b46a2f95 Fix up the main game based on arena changes. Zed A. Shaw 2025-12-05 11:20:35 -05:00
  • f839edcd56 BattleEngine is now connected to the boss::UI so as you click it'll continually run the plan and figure out the AI actions. Zed A. Shaw 2025-12-05 00:51:35 -05:00
  • a38bb5b691 Basic AP (Action Points) system tied to the AI actions, but there's no way to set 'has AP' for the AI? Zed A. Shaw 2025-12-03 15:24:41 -05:00
  • c78b2ae75e Now have the basics of the turn based battle engine with AI rebellion working. Zed A. Shaw 2025-12-01 00:14:08 -05:00
  • f3b20f30c5 Putting a big fat warning to never leave libformat again. Zed A. Shaw 2025-11-28 23:38:55 -05:00
  • b48df3f4db Can now run the full AI for all combatants and then sort by the action costs to make the action queue. Zed A. Shaw 2025-11-27 12:46:14 -05:00
  • d244106981 When there's actions in the arena the camera moves. Zed A. Shaw 2025-11-22 14:53:52 -05:00
  • 63a17d7efa Boss fight now has combat stats and damage so I can now have a boss fight. Zed A. Shaw 2025-11-22 00:50:47 -05:00
  • 8ee3e8736f Simple battle system included in the boss fight but I need to figure out how it should operate. Zed A. Shaw 2025-11-19 13:26:21 -05:00
  • d418f073f0 Can now skip the cutscene by clicking on it. Zed A. Shaw 2025-11-14 01:58:09 -05:00
  • 8fdaadaf12 Cutscenes are now integrated into the game. LONG LIVE THE RAT KING! Zed A. Shaw 2025-11-14 01:25:10 -05:00
  • fa4573be7b Cutscene is working now, just have to merge it in. Zed A. Shaw 2025-11-13 13:28:11 -05:00
  • e6072c9f1e [BROKEN] I have audio for a basic cutscene that's about the most cringe thing you can ever hear so you can't hear it. Zed A. Shaw 2025-11-13 12:13:58 -05:00
  • 5e9dad51b0 Make it possible to specify the story to play. Zed A. Shaw 2025-11-12 11:48:24 -05:00
  • c486db5a57 Can now export the time code/actions from Reaper as json data and the storyboard will play them. Zed A. Shaw 2025-11-12 11:42:22 -05:00
  • b5280b4a4d Have a simple thing that moves every 3 seconds of a song/audio playing to a new panel. Zed A. Shaw 2025-11-11 00:25:36 -05:00
  • de7f9f3445 Tried to get camera to have a reset but couldn't figure out. Zed A. Shaw 2025-11-09 12:54:38 -05:00
  • 29409c54ce Camera for the storyboard can now do pan, bounce, dolly, and shake. Zed A. Shaw 2025-11-09 11:41:11 -05:00
  • 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. Zed A. Shaw 2025-11-09 01:40:15 -05:00
  • 2ebefcce05 Playing with some basic cameras to figure out how the motion will work. Zed A. Shaw 2025-11-06 01:01:32 -05:00
  • 4bda2ee01c Now have a simple storyboard system that can display an image and move with the camera to different cells. Zed A. Shaw 2025-11-04 00:20:49 -05:00
  • 068eeeecd1 Clean up some of the junk and ignore it. Zed A. Shaw 2025-11-03 00:40:22 -05:00
  • e915baf6fc Start the storyboard tool for designing/playing the cutscenes. Zed A. Shaw 2025-11-03 00:37:21 -05:00
  • 5b57fb2033 Now have a simple camera system that I can configure in json for different motion effects. Zed A. Shaw 2025-11-03 00:25:48 -05:00
  • 8345097e10 Moving some stuff so I can do a camera system using the new sf::View animation stuff. Zed A. Shaw 2025-11-02 22:49:50 -05:00
  • 222c66a1f2 Now can do a SLIDE motion that is a linear move to an x/y. Zed A. Shaw 2025-11-02 12:35:45 -05:00
  • f1f4cbc80f Animations can now be applied to sf::View to do animated camera effects. Zed A. Shaw 2025-11-01 12:29:22 -04:00
  • d60e1af6df A bit of refactor to put apply in Animation where it belongs. Zed A. Shaw 2025-11-01 11:13:12 -04:00
  • 102c8c36d5 BAD: This gets the animation to control the camera, but it's a quick hack to prove it works. Zed A. Shaw 2025-11-01 01:15:18 -04:00
  • cb58bdd955 Now can zoom in on the player when it's their turn. Zed A. Shaw 2025-10-31 14:06:40 -04:00
  • 740e1052fe Finally have the boss fight rendering into a render texture correctly. The 'flipped' problem was because I didn't call .display() in render. Zed A. Shaw 2025-10-31 12:50:20 -04:00
  • 82a38e5fa1 Now using the jankifier to process my images. Zed A. Shaw 2025-10-30 13:57:25 -04:00
  • 26d313269c Working on how to do an idle 'breathing' animation for sprites. Zed A. Shaw 2025-10-28 01:03:59 -04:00
  • 2ecd8528ea Can indicate that a animation is flipped, which will *-1 on the x. Zed A. Shaw 2025-10-27 23:54:31 -04:00
  • c4fcb41c34 Now have the ability to specify parameters needed. Zed A. Shaw 2025-10-27 23:01:48 -04:00
  • 949bbd4f15 Better easings and motion but I need better data. Zed A. Shaw 2025-10-27 22:22:57 -04:00
  • f8158a3ea9 Animated scenes can easily make floors that do things, floors with moving elements, but I need to improve the easing/motion parts of the animations. Zed A. Shaw 2025-10-24 00:24:29 -04:00
  • 2d836a9e2a The layout is now also coming from the bosses.json file so it's totally configured there. Zed A. Shaw 2025-10-23 23:11:48 -04:00
  • e5fa76b03c Floor is now just a fixture. Zed A. Shaw 2025-10-23 14:12:04 -04:00
  • 23f54bd4fe Now fixtures and actors are loaded the same. Zed A. Shaw 2025-10-23 13:48:58 -04:00
  • 4f39f2a504 Moved the animated scene into its own system for better development. Zed A. Shaw 2025-10-23 11:37:35 -04:00
  • 49c9702041 Cleaned up the arena code more and closer to pulling it out for a scene system. Zed A. Shaw 2025-10-23 00:29:15 -04:00
  • 25f7096489 AnimatedScene now defines how a scene with animated sprites and actors is structured and played. Zed A. Shaw 2025-10-22 00:11:36 -04:00
  • e1da089600 Now the rat king screams. Zed A. Shaw 2025-10-21 00:46:16 -04:00
  • 7c11ffa2af Now have animated torches that are defined from json, and smoother animations in the arena. Zed A. Shaw 2025-10-21 00:21:46 -04:00
  • 387d1a5bf5 Now have the ability to place animated fixtures anywhere and to flip them. Zed A. Shaw 2025-10-20 00:29:12 -04:00
  • e99c07b50c Add a couple of rats that help the rat king. Render them behind. Zed A. Shaw 2025-10-19 00:55:39 -04:00
  • 71e3c97cf0 Arena works better now and I can give a list of sprites to work as fixtures in a scene. Zed A. Shaw 2025-10-19 00:47:28 -04:00
  • 59ba73baa0 Mostly working torch sprites have taught me what I need for the animation system. Zed A. Shaw 2025-10-18 00:13:44 -04:00
  • a578c49a77 Basic arena working that lets me work on the boss fight system quicker. Zed A. Shaw 2025-10-16 12:00:33 -04:00
  • 7f10c5b3d7 New boss scene that's really just a pixelated photo bash done quickly. Zed A. Shaw 2025-10-12 14:05:30 -04:00
  • ca38b58450 Now the animations have sounds and using the rat king boss. Zed A. Shaw 2025-10-10 02:00:39 -04:00
  • 0930b05fc5 Some basic animations working but the loop in bad. Zed A. Shaw 2025-10-10 01:42:42 -04:00
  • c33f370572 Animations are now being pulled correctly but I need to add a timing concept to animations instead of ticks. Zed A. Shaw 2025-10-10 00:25:37 -04:00
  • 517de91a5b Quick code review to refresh my memory. Zed A. Shaw 2025-10-09 01:23:01 -04:00