Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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20 hours ago |
Zed A. Shaw
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f4fa50a413
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Colors are now being loaded from assets/palette.json
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2 days ago |
Zed A. Shaw
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5e01eb29a9
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There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
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1 week ago |
Zed A. Shaw
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3dc70c3af6
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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2 months ago |
Zed A. Shaw
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dd463d7d6e
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Did a bunch of pixelation tests and I think this is the best setup so far.
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2 months ago |
Zed A. Shaw
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931d9493d2
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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.
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2 months ago |
Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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3 months ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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3 months 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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3 months 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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4 months 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 months ago |
Zed A. Shaw
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acbf384e2a
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Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move.
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4 months ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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4 months ago |
Zed A. Shaw
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75db188dc6
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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.
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4 months ago |
Zed A. Shaw
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ad71631809
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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.
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4 months ago |
Zed A. Shaw
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8b414c13e6
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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5 months ago |
Zed A. Shaw
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ca18422930
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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5 months ago |
Zed A. Shaw
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a3f6ba3c03
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Refactored the bossfight_ui so it will work with any description of a boss fight.
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5 months ago |
Zed A. Shaw
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43835da88f
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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5 months ago |
Zed A. Shaw
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b3b8cbbeee
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Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
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5 months ago |
Zed A. Shaw
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033358749f
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Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
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5 months ago |
Zed A. Shaw
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2d790c5986
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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5 months ago |
Zed A. Shaw
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25d782df6d
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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5 months ago |
Zed A. Shaw
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a8ae6df13b
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Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds.
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5 months ago |
Zed A. Shaw
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b75a2b8c31
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Add the rat king.
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5 months ago |
Zed A. Shaw
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1886c99920
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A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
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5 months ago |
Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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5 months ago |
Zed A. Shaw
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fa6311f10c
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Add an ability to mark the main UI dirty so that it forces a render at specific times.
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5 months ago |
Zed A. Shaw
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806f8e4e1a
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Make enemies always twitch forward a bit, even if they have animation frames.
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5 months ago |
Zed A. Shaw
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3720340ab7
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Have a really bad walking sound.
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5 months ago |
Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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5 months ago |
Zed A. Shaw
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83df9ff03b
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Super awesome twitchy animation for axe guy.
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5 months ago |
Zed A. Shaw
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80a0f2ba75
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Basic simple animations where the enemies just move forward.
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5 months ago |
Zed A. Shaw
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947ccbe180
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A simple config loader test.
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5 months ago |
Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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5 months ago |
Zed A. Shaw
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0199248354
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New axe wielding ranger for you to kill.
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5 months ago |
Zed A. Shaw
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e04c03b381
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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.
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5 months ago |
Zed A. Shaw
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615599084a
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Bring in a spider enemy.
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5 months ago |
Zed A. Shaw
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7c1f05c801
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Combat UI is alright but need to now make a few common widgets.
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5 months ago |
Zed A. Shaw
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e7e0df6b70
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New rat enemy.
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5 months ago |
Zed A. Shaw
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d2700d2928
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You now have blood on your screen when below half health.
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5 months ago |
Zed A. Shaw
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583ad6d9c5
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Create a bunch of textures for sprites in the game.
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5 months ago |
Zed A. Shaw
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421cca308b
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Fixed player showing up as an enemy and did better map centering.
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5 months ago |
Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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5 months ago |
Zed A. Shaw
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6bca6d021e
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Sprite is now a component we can place on anything to render it.
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5 months ago |
Zed A. Shaw
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0cbe20af35
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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.
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5 months ago |
Zed A. Shaw
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27bb08d62c
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Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data.
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5 months ago |
Zed A. Shaw
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b6831b75a3
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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.
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5 months ago |
Zed A. Shaw
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9e91c71125
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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5 months ago |
Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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6 months ago |