Commit Graph

31 Commits (b3b8cbbeeebe88f06061d514962254741e06f9b2)

Author SHA1 Message Date
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. 1 week ago
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. 1 week ago
Zed A. Shaw 2d790c5986 Boss fight looking better, but I need to get this bounce animation in the main game fights. 1 week ago
Zed A. Shaw 25d782df6d Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. 1 week ago
Zed A. Shaw a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. 1 week ago
Zed A. Shaw b75a2b8c31 Add the rat king. 2 weeks ago
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. 2 weeks ago
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 weeks ago
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2 weeks ago
Zed A. Shaw 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 2 weeks ago
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 2 weeks 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 weeks ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 2 weeks ago
Zed A. Shaw 80a0f2ba75 Basic simple animations where the enemies just move forward. 2 weeks ago
Zed A. Shaw 947ccbe180 A simple config loader test. 2 weeks ago
Zed A. Shaw b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2 weeks ago
Zed A. Shaw 0199248354 New axe wielding ranger for you to kill. 3 weeks ago
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. 3 weeks ago
Zed A. Shaw 615599084a Bring in a spider enemy. 3 weeks ago
Zed A. Shaw 7c1f05c801 Combat UI is alright but need to now make a few common widgets. 3 weeks ago
Zed A. Shaw e7e0df6b70 New rat enemy. 3 weeks ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 4 weeks ago
Zed A. Shaw 583ad6d9c5 Create a bunch of textures for sprites in the game. 4 weeks ago
Zed A. Shaw 421cca308b Fixed player showing up as an enemy and did better map centering. 4 weeks ago
Zed A. Shaw abd843d5ec Very basic attack system. 4 weeks ago
Zed A. Shaw 6bca6d021e Sprite is now a component we can place on anything to render it. 4 weeks ago
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. 4 weeks ago
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. 4 weeks ago
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. 4 weeks ago
Zed A. Shaw 9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 weeks ago
Zed A. Shaw 2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago