Zed A. Shaw zedshaw
zedshaw pushed to master at games/raycaster 2025-10-24 04:24:36 +00:00
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.
zedshaw pushed to master at games/raycaster 2025-10-24 03:11:55 +00:00
2d836a9e2a The layout is now also coming from the bosses.json file so it's totally configured there.
zedshaw pushed to master at games/raycaster 2025-10-23 18:12:25 +00:00
e5fa76b03c Floor is now just a fixture.
zedshaw pushed to master at games/raycaster 2025-10-23 17:49:04 +00:00
23f54bd4fe Now fixtures and actors are loaded the same.
zedshaw pushed to master at games/raycaster 2025-10-23 15:37:56 +00:00
4f39f2a504 Moved the animated scene into its own system for better development.
zedshaw pushed to master at games/raycaster 2025-10-23 04:29:21 +00:00
49c9702041 Cleaned up the arena code more and closer to pulling it out for a scene system.
zedshaw pushed to master at games/raycaster 2025-10-22 04:11:44 +00:00
25f7096489 AnimatedScene now defines how a scene with animated sprites and actors is structured and played.
zedshaw opened issue games/raycaster#96 2025-10-09 05:01:32 +00:00
systems.cpp:292 in Systems::collision has weird combat_count
zedshaw opened issue games/raycaster#95 2025-10-04 03:15:58 +00:00
PATHING! In the curse-go project I figured out something
zedshaw opened issue games/lel-guecs#20 2025-09-24 15:29:23 +00:00
Add a $gui.has("cell_name") so init functions can adapt
zedshaw opened issue games/lel-guecs#19 2025-09-24 05:50:57 +00:00
UI.entity() should be private or throw errors
zedshaw opened issue games/lel-guecs#18 2025-09-24 02:58:37 +00:00
If a cell is empty you get everything smashed to the top left
zedshaw opened issue games/raycaster#94 2025-09-15 15:09:13 +00:00
textures.cpp:69 this error message is totally wrong
zedshaw opened issue games/raycaster#93 2025-09-12 03:33:32 +00:00
Animation in raycaster.cpp should really be a system
zedshaw opened issue games/raycaster#92 2025-09-11 17:40:54 +00:00
Stop using tiles to identify enemies
zedshaw pushed to master at games/raycaster 2025-09-08 03:56:32 +00:00
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.
zedshaw pushed to master at games/raycaster 2025-09-07 02:50:29 +00:00
7207d53885 Autowalker now figures out there's an enemy near when first entering a level.
zedshaw pushed to master at games/raycaster 2025-09-06 04:02:48 +00:00
ed33a36bca Autowalker now will grab healing when they need it and can grab it.
zedshaw pushed to master at games/raycaster 2025-09-06 03:49:19 +00:00
29ab9721af Now they AI will heal when they can, but not yet go get itesm before/during combat.
zedshaw pushed to master at games/raycaster 2025-09-06 03:20:53 +00:00
a2192e25eb AI can now walk to where healing items are and pick them up to use.