Commit graph

  • 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. master 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
  • 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