Commit Graph

74 Commits (137dcc1f30e9b773adca7d45c71c27e1aef3bc6a)

Author SHA1 Message Date
Zed A. Shaw 35ced58cc9 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. 6 days ago
Zed A. Shaw 724d3edb61 Wrote my own quick and dirty fragment shader viewer. 1 week ago
Zed A. Shaw e11a374d26 No need to compile arena anymore. 2 weeks ago
Zed A. Shaw ca328e10dc Rework the source so that battle is in its own thing to work on. 2 weeks ago
Zed A. Shaw 07ce8a4148 New debug_ui that shows perf data, other debug info, and allows spawning enemies. 2 weeks ago
Zed A. Shaw 4f090159ab 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. 2 weeks ago
Zed A. Shaw da273cbee6 Refactored rituals so they can be used in different situations. 4 weeks ago
Zed A. Shaw 322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 4 weeks ago
Zed A. Shaw 6c9016eb0f 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. 4 weeks ago
Zed A. Shaw 1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 1 month ago
Zed A. Shaw 263b7741f6 The ritual UI is now in its own thing, but not hooked up yet. 1 month ago
Zed A. Shaw 0efb17371b Now have a simple stats test. 1 month ago
Zed A. Shaw d3158291f7 Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 1 month ago
Zed A. Shaw 49531ba148 Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing. 1 month ago
Zed A. Shaw 63f032ff12 BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that. 1 month ago
Zed A. Shaw fc66d221d4 Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. 1 month ago
Zed A. Shaw 3f83d3f0bb A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 1 month ago
Zed A. Shaw a079f882df Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 1 month ago
Zed A. Shaw 01525388ec GOAP is now working in a basic way, time to clean it up. 1 month ago
Zed A. Shaw a34becdaeb A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. 1 month ago
Zed A. Shaw b7948f8154 Build is working on both OSX and Windows. Now for linux. 1 month ago
Zed A. Shaw e1f9942da3 Mostly working OSX build options, but it crashes on close with a thread error. 1 month ago
Zed A. Shaw 28b900e4ff Finally created an installer so people can try the game. 2 months ago
Zed A. Shaw 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 2 months ago
Zed A. Shaw d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 2 months ago
Zed A. Shaw 54fbf22b6d We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing. 2 months ago
Zed A. Shaw 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2 months ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 2 months ago
Zed A. Shaw 947ccbe180 A simple config loader test. 2 months ago
Zed A. Shaw d0a6a92bc8 More testing improvements. 2 months ago
Zed A. Shaw 0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 2 months ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2 months ago
Zed A. Shaw a7a60ad35c Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb. 2 months ago
Zed A. Shaw 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 2 months ago
Zed A. Shaw 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. 2 months ago
Zed A. Shaw 46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 2 months ago
Zed A. Shaw deb235dbc5 This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage. 2 months ago
Zed A. Shaw 2a4ada81bb Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. 2 months ago
Zed A. Shaw bfd2718cc9 Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. 2 months ago
Zed A. Shaw 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 2 months ago
Zed A. Shaw 6da830595c Clean up the GUI some by moving the map_view out into its own file. 2 months ago
Zed A. Shaw 421cca308b Fixed player showing up as an enemy and did better map centering. 2 months ago
Zed A. Shaw 51972b0c35 Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup. 2 months ago
Zed A. Shaw a69be90464 Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 2 months ago
Zed A. Shaw 9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2 months ago
Zed A. Shaw 96efc990c1 Brought in nuke's idea for json serialize now to use it. 2 months ago
Zed A. Shaw d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 2 months ago
Zed A. Shaw 1d3a76e5ee Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. 2 months ago
Zed A. Shaw 7228bdf210 Trying out an FSM for controlling the main loop. 2 months ago
Zed A. Shaw 48ac6603a8 Implement a little junk camera on its own that we can use later for movement and views. 3 months ago