Zed A. Shaw
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1b4f55804c
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The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
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18 hours ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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22 hours ago |
Zed A. Shaw
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467a26628c
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Wrong shader.
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1 day ago |
Zed A. Shaw
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137dcc1f30
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Missing resources.
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1 day ago |
Zed A. Shaw
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57e042e786
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Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
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1 day ago |
Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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1 day ago |
Zed A. Shaw
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7186c2ecb0
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I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
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2 days ago |
Zed A. Shaw
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84a5f06dac
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Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset.
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2 days ago |
Zed A. Shaw
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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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2 days ago |
Zed A. Shaw
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08bc48df3d
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GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want.
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2 days ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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3 days ago |
Zed A. Shaw
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edee3ac0c9
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Quick test that shows the shader now just work on any UI element.
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3 days ago |
Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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3 days ago |
Zed A. Shaw
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a5b8e411e3
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I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables.
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3 days ago |
Zed A. Shaw
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80b4faf940
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Added a screen size parameters to the fragviewer.
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5 days ago |
Zed A. Shaw
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576110ea44
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Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
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6 days ago |
Zed A. Shaw
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724d3edb61
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Wrote my own quick and dirty fragment shader viewer.
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7 days ago |
Zed A. Shaw
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b5d93399d5
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Converted the buttons to reflect the actions you can take.
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1 week ago |
Zed A. Shaw
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d7e9944e58
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Change the buttons to text for development until I can get the icons/art.
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1 week ago |
Zed A. Shaw
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e11a374d26
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No need to compile arena anymore.
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1 week ago |
Zed A. Shaw
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5a3b567fd1
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Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS.
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1 week ago |
Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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1 week ago |
Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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1 week ago |
Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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1 week ago |
Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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1 week ago |
Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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2 weeks ago |
Zed A. Shaw
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e18aeaf05c
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Bring back a simple blood splatter texture.
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2 weeks ago |
Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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2 weeks ago |
Zed A. Shaw
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6d73c87c4e
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Debug UI now has little icons for each enemy and can spawn any enemy. Also I forgot the files.
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2 weeks ago |
Zed A. Shaw
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07ce8a4148
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New debug_ui that shows perf data, other debug info, and allows spawning enemies.
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2 weeks ago |
Zed A. Shaw
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4f090159ab
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Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
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2 weeks ago |
Zed A. Shaw
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b6c1eba1b3
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Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance.
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2 weeks ago |
Zed A. Shaw
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c1aba2d5c8
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This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm.
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2 weeks ago |
Zed A. Shaw
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c014e65c13
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Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost.
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2 weeks ago |
Zed A. Shaw
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52f45e1d45
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Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
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2 weeks ago |
Zed A. Shaw
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862d8b4d81
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Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
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2 weeks ago |
Zed A. Shaw
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6fa7b0a418
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Accidentally committed code during testing.
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2 weeks ago |
Zed A. Shaw
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0ebc60793a
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Brought back the closed_set to avoid visiting nodes already handled.
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2 weeks ago |
Zed A. Shaw
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922fbeba0e
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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2 weeks ago |
Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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3 weeks ago |
Zed A. Shaw
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47c6bfd531
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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3 weeks ago |
Zed A. Shaw
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da273cbee6
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Refactored rituals so they can be used in different situations.
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3 weeks ago |
Zed A. Shaw
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5af9a6664e
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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3 weeks ago |
Zed A. Shaw
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d7ff7d6acf
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Map view now displays a simple status message, more to come.
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4 weeks ago |
Zed A. Shaw
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6fe343d82d
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Bad commit previously, but not minimap updates.
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4 weeks ago |
Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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4 weeks ago |
Zed A. Shaw
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193d97eb48
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Bring over the dbg.h to see if it's usefule.
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4 weeks ago |
Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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4 weeks ago |
Zed A. Shaw
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2b57552152
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Not the greatest but this is kind of what I want for the map.
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4 weeks ago |
Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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4 weeks ago |