提交图

47 次代码提交 (029a0f86aefe73656242090c65d51e87c9ed9aab)

作者 SHA1 备注 提交日期
Zed A. Shaw 3dc70c3af6 This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 1 个月前
Zed A. Shaw dd463d7d6e Did a bunch of pixelation tests and I think this is the best setup so far. 2 个月前
Zed A. Shaw 931d9493d2 The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 2 个月前
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 2 个月前
Zed A. Shaw 5ffa3b0d1e Everyone is on fire temporarily. 3 个月前
Zed A. Shaw c7c48658bd Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor. 3 个月前
Zed A. Shaw c014e65c13 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. 3 个月前
Zed A. Shaw 2e79cf8781 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. 4 个月前
Zed A. Shaw acbf384e2a Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move. 4 个月前
Zed A. Shaw c4611c0138 Right before coverage destroys everything. 4 个月前
Zed A. Shaw 75db188dc6 AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. 4 个月前
Zed A. Shaw ad71631809 Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. 4 个月前
Zed A. Shaw 8b414c13e6 Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 4 个月前
Zed A. Shaw ca18422930 BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 4 个月前
Zed A. Shaw a3f6ba3c03 Refactored the bossfight_ui so it will work with any description of a boss fight. 4 个月前
Zed A. Shaw 43835da88f Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 4 个月前
Zed A. Shaw b3b8cbbeee Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. 4 个月前
Zed A. Shaw 033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. 4 个月前
Zed A. Shaw 2d790c5986 Boss fight looking better, but I need to get this bounce animation in the main game fights. 4 个月前
Zed A. Shaw 25d782df6d Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. 4 个月前
Zed A. Shaw a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. 4 个月前
Zed A. Shaw b75a2b8c31 Add the rat king. 4 个月前
Zed A. Shaw 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 5 个月前
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 5 个月前
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 5 个月前
Zed A. Shaw 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 5 个月前
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 5 个月前
Zed A. Shaw 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 5 个月前
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 5 个月前
Zed A. Shaw 80a0f2ba75 Basic simple animations where the enemies just move forward. 5 个月前
Zed A. Shaw 947ccbe180 A simple config loader test. 5 个月前
Zed A. Shaw b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 5 个月前
Zed A. Shaw 0199248354 New axe wielding ranger for you to kill. 5 个月前
Zed A. Shaw e04c03b381 Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting. 5 个月前
Zed A. Shaw 615599084a Bring in a spider enemy. 5 个月前
Zed A. Shaw 7c1f05c801 Combat UI is alright but need to now make a few common widgets. 5 个月前
Zed A. Shaw e7e0df6b70 New rat enemy. 5 个月前
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 5 个月前
Zed A. Shaw 583ad6d9c5 Create a bunch of textures for sprites in the game. 5 个月前
Zed A. Shaw 421cca308b Fixed player showing up as an enemy and did better map centering. 5 个月前
Zed A. Shaw abd843d5ec Very basic attack system. 5 个月前
Zed A. Shaw 6bca6d021e Sprite is now a component we can place on anything to render it. 5 个月前
Zed A. Shaw 0cbe20af35 Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. 5 个月前
Zed A. Shaw 27bb08d62c Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data. 5 个月前
Zed A. Shaw b6831b75a3 This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format. 5 个月前
Zed A. Shaw 9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 5 个月前
Zed A. Shaw 2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 5 个月前