Commit graph

  • 9739441a9c Beginning state machine for controlling the boss fight UI is up. master 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
  • ee9f8c7c4b Have the first little turn based system going. Zed A. Shaw 2025-10-07 23:07:12 -04:00
  • f33e14f2cf More on the boss fight sytem, just a basic FSM going. Zed A. Shaw 2025-10-07 12:47:47 -04:00
  • a0861a8f57 Make it possible to quit in the boss fight for faster dev. Zed A. Shaw 2025-09-29 14:04:54 -04:00
  • 61a40ae7cd Refactored boss fight to pull out the FSM code into boss::Fight. Zed A. Shaw 2025-09-29 13:19:59 -04:00
  • 3b11ed0a75 The FSM for boss fights is started. Zed A. Shaw 2025-09-27 14:35:24 -04:00
  • fdc0bcdb3b Capturing attack clicks so now just have to make my own FSM for the minigame. Zed A. Shaw 2025-09-27 14:10:25 -04:00
  • 231adb6335 Making the bossfight function by creating the FSM for it. Zed A. Shaw 2025-09-27 13:25:34 -04:00
  • 06a174040f The whole boss fight scene is now configurable with json. Zed A. Shaw 2025-09-27 11:58:44 -04:00
  • 06f6098281 Create the systems.cpp for the boss fight mini game. Zed A. Shaw 2025-09-25 11:40:09 -04:00
  • 27b71d4ba3 Small tweaks to make it easier to position. Zed A. Shaw 2025-09-24 14:48:08 -04:00
  • 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. Zed A. Shaw 2025-09-24 14:22:24 -04:00
  • 6ec43026b6 Boss UI buttons in place and ready to work. Zed A. Shaw 2025-09-24 02:17:38 -04:00
  • d398b042a7 New bossfight layout with fake 'paper cutouts' to work out how the UI would work. Zed A. Shaw 2025-09-24 01:29:36 -04:00
  • a4fdfb779f Made textures fail harder when given bad config. Zed A. Shaw 2025-09-23 22:45:13 -04:00
  • 7cdd96ef73 A little bit of layout up and displaying to get started. Zed A. Shaw 2025-09-22 14:35:10 -04:00
  • 07e281d987 Have a basic understanding of what to do for the boss fight arena, but now want to start over fresh. Zed A. Shaw 2025-09-22 13:43:36 -04:00
  • e523aa8b02 Quick refactor of the config system to make it easier to refactor config.cpp/hpp later. Zed A. Shaw 2025-09-16 11:59:30 -04:00
  • 47f659ae8e bring back the shaders on the enemies too to show they got hit. Zed A. Shaw 2025-09-15 14:02:07 -04:00
  • d1f7337de4 Now have a fully painting/pixelated female hand for the actions. Zed A. Shaw 2025-09-15 13:26:18 -04:00
  • 7af264e147 Now have a fancy hand animation when you cast your rituals. Zed A. Shaw 2025-09-15 02:14:13 -04:00
  • 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. Zed A. Shaw 2025-09-12 11:56:11 -04:00
  • 8384b11993 Refactored the animation so I can normalize it to one api. Next is to create the concept of a temporary entity that represents a transitive effect. Zed A. Shaw 2025-09-11 14:18:52 -04:00
  • 0afaa20c1d Improved the code so it uses ai::EntityAI and it now will find healing when it gets low. Has a bug where it stalls when finding healing and gets into combat. Zed A. Shaw 2025-09-07 23:56:24 -04:00
  • 7207d53885 Autowalker now figures out there's an enemy near when first entering a level. Zed A. Shaw 2025-09-06 22:50:20 -04:00
  • ed33a36bca Autowalker now will grab healing when they need it and can grab it. Zed A. Shaw 2025-09-06 00:02:42 -04:00
  • 29ab9721af Now they AI will heal when they can, but not yet go get itesm before/during combat. Zed A. Shaw 2025-09-05 23:48:59 -04:00
  • a2192e25eb AI can now walk to where healing items are and pick them up to use. Zed A. Shaw 2025-09-05 23:20:45 -04:00
  • fe37aa11df Accidental crash when you click on an empty inventory. Zed A. Shaw 2025-09-05 11:56:36 -04:00
  • f03a3a31a8 Autowalker now walks more accurately to locations, fights enemies, and also picks up loot drops and healing items _only_. Zed A. Shaw 2025-09-04 23:40:36 -04:00
  • 40b2d7f45d Bring over various autowalker improvements. Zed A. Shaw 2025-09-04 12:23:43 -04:00
  • 9c5bad5959 This fixes the bug where you get 'stuck' while moving and passing an enemy. Need to sort out why this fixes it though. Closes #30. Zed A. Shaw 2025-09-04 11:48:12 -04:00
  • ba5fc73127 Disable collecting items for now. Zed A. Shaw 2025-09-04 11:46:51 -04:00
  • ca3b04b895 Invalid test, should be enemy. Zed A. Shaw 2025-09-03 11:28:29 -04:00
  • 0c8cb197c2 Fix the map opening and closing all the time. Zed A. Shaw 2025-09-02 13:56:19 -04:00
  • a11e7de14e Fix up the spatialmap to have an occupied_by method which checks if a square is occupied and returns what is there. Zed A. Shaw 2025-09-02 12:46:05 -04:00
  • 759f93cae0 Autowalker now correctly faces enemies to fight them. Zed A. Shaw 2025-09-02 11:31:01 -04:00
  • 9faad5f263 FINALLY figured out how to rotate to face a square, thanks to all the help from Twitch chat. I need to study Trig. Zed A. Shaw 2025-09-02 02:26:08 -04:00
  • d822cb3438 Have a way to detect the best rotation but it's still off a bit. Seems to choose wrong in simple situations. Look in System::shortest_rotate. Zed A. Shaw 2025-09-01 01:37:03 -04:00
  • f98cc543f6 Autowalker now paths reliably and can attack enemies by facing them. Just need to make it fight diagonally. Zed A. Shaw 2025-08-31 00:47:21 -04:00
  • 4365aa4bfc Now added a System::multi_path which can target to multiple entities. Zed A. Shaw 2025-08-31 00:39:35 -04:00
  • fc678c6b42 Pathing in either diagonal or simple motion works. Zed A. Shaw 2025-08-31 00:17:47 -04:00
  • e92fd2b6f3 Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps. Zed A. Shaw 2025-08-30 10:48:52 -04:00