Commit Graph

357 Commits (57e8774fad571817281fa29a9fbc8c68add321a5)
 

Author SHA1 Message Date
Zed A. Shaw 57e8774fad Make the make more linux friendly. 2 days ago
Zed A. Shaw eb709930f5 Combat UI now uses different icons for different attack elements. 2 days ago
Zed A. Shaw 30997cbff5 Test rituals are now configurable in assets/config.json 2 days ago
Zed A. Shaw ebb69dd589 Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though. 3 days ago
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 3 days ago
Zed A. Shaw a70f11646a RitualBelt now has an API. 3 days ago
Zed A. Shaw 31b35b43eb Added the ritual belt first cut. 3 days ago
Zed A. Shaw 17d30e2ed2 Add a dump function and clean up some data. 3 days ago
Zed A. Shaw 5d924c764f Rituals can now be configured to have a kind and an element based on the results. 3 days ago
Zed A. Shaw a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. 3 days ago
Zed A. Shaw 43435509f6 Fixed system to use the BattleEngine result. 3 days ago
Zed A. Shaw bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 4 days ago
Zed A. Shaw 58981fd8ed Setting up to have a fire attack and lightning attack. 6 days ago
Zed A. Shaw 787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. 1 week ago
Zed A. Shaw bec8fe0a13 Note from ORBLISH on idea for hover sounds. 1 week ago
Zed A. Shaw 1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. 2 weeks ago
Zed A. Shaw 5ffa3b0d1e Everyone is on fire temporarily. 2 weeks ago
Zed A. Shaw 467a26628c Wrong shader. 2 weeks ago
Zed A. Shaw 137dcc1f30 Missing resources. 2 weeks ago
Zed A. Shaw 57e042e786 Now have a do_if on GUECS for many of the 'if this exists do this' patterns. 2 weeks ago
Zed A. Shaw 2ecef8d9f9 Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. 2 weeks ago
Zed A. Shaw 7186c2ecb0 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. 2 weeks ago
Zed A. Shaw 84a5f06dac Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset. 2 weeks ago
Zed A. Shaw 19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. 2 weeks ago
Zed A. Shaw 08bc48df3d 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. 2 weeks ago
Zed A. Shaw 766b20f3f8 Rayview now uses the shader manager. 2 weeks ago
Zed A. Shaw edee3ac0c9 Quick test that shows the shader now just work on any UI element. 2 weeks ago
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. 2 weeks ago
Zed A. Shaw a5b8e411e3 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. 2 weeks ago
Zed A. Shaw 80b4faf940 Added a screen size parameters to the fragviewer. 2 weeks ago
Zed A. Shaw 576110ea44 Fragviewer can now load a sprite from my sprite list and then apply shaders to it. 2 weeks ago
Zed A. Shaw 724d3edb61 Wrote my own quick and dirty fragment shader viewer. 2 weeks ago
Zed A. Shaw b5d93399d5 Converted the buttons to reflect the actions you can take. 3 weeks ago
Zed A. Shaw d7e9944e58 Change the buttons to text for development until I can get the icons/art. 3 weeks ago
Zed A. Shaw e11a374d26 No need to compile arena anymore. 3 weeks ago
Zed A. Shaw 5a3b567fd1 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. 3 weeks ago
Zed A. Shaw 0e2f213871 Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. 3 weeks ago
Zed A. Shaw ca328e10dc Rework the source so that battle is in its own thing to work on. 3 weeks ago
Zed A. Shaw e6a8a8b338 Fixed the map so that it shows directional arrows instead of a compass. 3 weeks ago
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 weeks ago
Zed A. Shaw 1f90367f51 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. 3 weeks ago
Zed A. Shaw e18aeaf05c Bring back a simple blood splatter texture. 3 weeks ago
Zed A. Shaw b832bbd78a Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. 3 weeks ago
Zed A. Shaw 6d73c87c4e Debug UI now has little icons for each enemy and can spawn any enemy. Also I forgot the files. 3 weeks ago
Zed A. Shaw 07ce8a4148 New debug_ui that shows perf data, other debug info, and allows spawning enemies. 3 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. 3 weeks ago
Zed A. Shaw b6c1eba1b3 Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance. 3 weeks ago
Zed A. Shaw c1aba2d5c8 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. 3 weeks ago
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. 4 weeks ago
Zed A. Shaw 52f45e1d45 Mostly fixed up but I have to figure out why cost on actions isn't changing the priority. 4 weeks ago