Commit Graph

331 Commits (edee3ac0c9b72e7bd67c90b53c150e47800ef93d)
 

Author SHA1 Message Date
Zed A. Shaw edee3ac0c9 Quick test that shows the shader now just work on any UI element. 6 days 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. 6 days 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. 6 days ago
Zed A. Shaw 80b4faf940 Added a screen size parameters to the fragviewer. 1 week ago
Zed A. Shaw 576110ea44 Fragviewer can now load a sprite from my sprite list and then apply shaders to it. 1 week ago
Zed A. Shaw 724d3edb61 Wrote my own quick and dirty fragment shader viewer. 1 week ago
Zed A. Shaw b5d93399d5 Converted the buttons to reflect the actions you can take. 2 weeks ago
Zed A. Shaw d7e9944e58 Change the buttons to text for development until I can get the icons/art. 2 weeks ago
Zed A. Shaw e11a374d26 No need to compile arena anymore. 2 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. 2 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. 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 e6a8a8b338 Fixed the map so that it shows directional arrows instead of a compass. 2 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. 2 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. 2 weeks ago
Zed A. Shaw e18aeaf05c Bring back a simple blood splatter texture. 2 weeks ago
Zed A. Shaw b832bbd78a Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. 2 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. 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 b6c1eba1b3 Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance. 2 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. 2 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. 3 weeks ago
Zed A. Shaw 52f45e1d45 Mostly fixed up but I have to figure out why cost on actions isn't changing the priority. 3 weeks ago
Zed A. Shaw 862d8b4d81 Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'. 3 weeks ago
Zed A. Shaw 6fa7b0a418 Accidentally committed code during testing. 3 weeks ago
Zed A. Shaw 0ebc60793a Brought back the closed_set to avoid visiting nodes already handled. 3 weeks ago
Zed A. Shaw 922fbeba0e AI now follows the A* algorithm more closely by using a separate priority queue from the open_set. 3 weeks ago
Zed A. Shaw 72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 3 weeks ago
Zed A. Shaw 47c6bfd531 AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists. 3 weeks ago
Zed A. Shaw da273cbee6 Refactored rituals so they can be used in different situations. 4 weeks ago
Zed A. Shaw 5af9a6664e Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'. 4 weeks ago
Zed A. Shaw d7ff7d6acf Map view now displays a simple status message, more to come. 4 weeks ago
Zed A. Shaw 6fe343d82d Bad commit previously, but not minimap updates. 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 193d97eb48 Bring over the dbg.h to see if it's usefule. 4 weeks ago
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 weeks ago
Zed A. Shaw 2b57552152 Not the greatest but this is kind of what I want for the map. 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 acbf384e2a Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move. 1 month ago
Zed A. Shaw a53f81715d Have a basic map prototype gui working. 1 month ago
Zed A. Shaw 8b3573b01d Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized. 1 month 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 0a40135f5d Throw in the distance to mess with it later. 1 month ago
Zed A. Shaw 65c9e4b0c6 Initially implemented 'ritual blanket' UI for the crafting of rituals in combat. 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 f1cc9f86c1 Very early prototype of the ritual crafting UI, but it needs its own thing. 1 month ago
Zed A. Shaw a6d83db20c Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. 1 month ago
Zed A. Shaw 2baa044695 Final little fixes for testing. 1 month ago
Zed A. Shaw 5ed8196c80 Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?). 1 month ago