Commit Graph

  • a34becdaeb A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. master Zed A. Shaw 2025-03-08 23:23:29 -0500
  • 73b0600039 Quick notes on the linux build. Zed A. Shaw 2025-03-06 23:51:18 -0500
  • b68fd249ca Catch a system error that OSX's SFML produces since it's at the end and looks like just a cleanup mistake. Zed A. Shaw 2025-03-06 22:22:42 -0500
  • b7948f8154 Build is working on both OSX and Windows. Now for linux. Zed A. Shaw 2025-03-06 20:22:51 -0500
  • e1f9942da3 Mostly working OSX build options, but it crashes on close with a thread error. Zed A. Shaw 2025-03-06 14:11:12 -0500
  • 28b900e4ff Finally created an installer so people can try the game. version-0.1 Zed A. Shaw 2025-03-05 13:39:38 -0500
  • 5c815cf755 Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. Zed A. Shaw 2025-03-05 01:01:36 -0500
  • 281a7f687a Can now mark json/components with std::optional and then they can be null/false to disable them. Zed A. Shaw 2025-03-04 23:06:46 -0500
  • 243b4c2663 Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. Zed A. Shaw 2025-03-04 22:16:47 -0500
  • 8b414c13e6 Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. Zed A. Shaw 2025-03-04 12:12:27 -0500
  • eb8fb82837 BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions. Zed A. Shaw 2025-03-04 09:31:15 -0500
  • 6e8aa48332 BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game. Zed A. Shaw 2025-03-03 12:44:26 -0500
  • ca18422930 BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. Zed A. Shaw 2025-03-03 11:15:49 -0500
  • a3f6ba3c03 Refactored the bossfight_ui so it will work with any description of a boss fight. Zed A. Shaw 2025-03-02 12:36:08 -0500
  • 43835da88f Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. Zed A. Shaw 2025-03-01 13:41:42 -0500
  • b3b8cbbeee Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. Zed A. Shaw 2025-03-01 00:46:40 -0500
  • 033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. Zed A. Shaw 2025-03-01 00:24:19 -0500
  • 6e363ba78d Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right. Zed A. Shaw 2025-02-28 22:29:25 -0500
  • e020f25dd1 Move the compass to the left so that enemies don't have N on their head. Zed A. Shaw 2025-02-28 13:34:48 -0500
  • 2d790c5986 Boss fight looking better, but I need to get this bounce animation in the main game fights. Zed A. Shaw 2025-02-28 13:03:13 -0500
  • 25d782df6d Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. Zed A. Shaw 2025-02-28 10:48:45 -0500
  • a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. Zed A. Shaw 2025-02-28 10:20:28 -0500
  • 976b353901 Reduce the bit rate and sample rate to get a lower quality effect on the sound. Zed A. Shaw 2025-02-28 01:04:23 -0500
  • a0c0308461 More boss fight UI done and a bit of ambient sound working. Zed A. Shaw 2025-02-28 00:52:48 -0500
  • 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. Zed A. Shaw 2025-02-27 15:24:17 -0500
  • a72d2879fd Don't need the debugging. Zed A. Shaw 2025-02-27 11:12:04 -0500
  • 11ea08bc7f Have a little debug minimap in the top right when autowalking with debug on. Zed A. Shaw 2025-02-27 11:02:02 -0500
  • da1e38e21c Works a bit better now, but still gets stuck on combat and sometimes in alleys. Zed A. Shaw 2025-02-27 10:19:59 -0500
  • cdb930a7f2 Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices. Zed A. Shaw 2025-02-27 03:02:28 -0500
  • 87e1c25cd5 Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. Zed A. Shaw 2025-02-27 02:29:53 -0500
  • e6c225f1c8 Refactor the Map::neighbors so that it's part of pathing where it should be. Zed A. Shaw 2025-02-26 13:49:25 -0500
  • d4355a608d Now have an autowalker class that allows me to drive the game from an external source. Zed A. Shaw 2025-02-26 13:39:25 -0500
  • 1aba26831b Also allow mouse clicks to stop autowalk. Zed A. Shaw 2025-02-26 12:51:24 -0500
  • d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. Zed A. Shaw 2025-02-26 12:43:12 -0500
  • 14a96d0b63 Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it. Zed A. Shaw 2025-02-26 12:22:55 -0500
  • a876229e18 Forgot the rat king graphic. Zed A. Shaw 2025-02-26 12:22:31 -0500
  • 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. Zed A. Shaw 2025-02-26 10:39:30 -0500
  • b75a2b8c31 Add the rat king. Zed A. Shaw 2025-02-26 10:32:39 -0500
  • 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. Zed A. Shaw 2025-02-25 13:15:39 -0500
  • e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. Zed A. Shaw 2025-02-25 03:01:07 -0500
  • 9d49c6a30b Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. Zed A. Shaw 2025-02-25 01:29:14 -0500
  • 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. Zed A. Shaw 2025-02-25 00:56:54 -0500
  • 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. Zed A. Shaw 2025-02-24 23:26:50 -0500
  • 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. Zed A. Shaw 2025-02-24 12:05:54 -0500
  • dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. Zed A. Shaw 2025-02-24 01:56:16 -0500
  • 0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. Zed A. Shaw 2025-02-23 23:57:46 -0500
  • e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. Zed A. Shaw 2025-02-23 22:57:27 -0500
  • b7f49aa719 Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them. Zed A. Shaw 2025-02-23 02:13:14 -0500
  • fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. Zed A. Shaw 2025-02-22 23:26:47 -0500
  • b8bafdcab5 Forgot the pickup sound. Zed A. Shaw 2025-02-22 23:07:03 -0500
  • daae239831 Created a simple pickup sound that sounds like you put something in your bag. Zed A. Shaw 2025-02-22 23:06:20 -0500
  • 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. Zed A. Shaw 2025-02-22 22:40:44 -0500
  • 389690e5c3 Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. Zed A. Shaw 2025-02-22 22:27:56 -0500
  • 2261e6f418 Remove that terrible walking sound. Zed A. Shaw 2025-02-22 22:19:05 -0500
  • 6e56de08c5 Quick little fix to add a blank sound for placeholders. Zed A. Shaw 2025-02-22 22:18:41 -0500
  • 3720340ab7 Have a really bad walking sound. Zed A. Shaw 2025-02-22 13:26:33 -0500
  • 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. Zed A. Shaw 2025-02-22 12:48:37 -0500
  • 83df9ff03b Super awesome twitchy animation for axe guy. Zed A. Shaw 2025-02-22 11:03:38 -0500
  • 80a0f2ba75 Basic simple animations where the enemies just move forward. Zed A. Shaw 2025-02-22 01:36:31 -0500
  • 947ccbe180 A simple config loader test. Zed A. Shaw 2025-02-21 23:17:53 -0500
  • b8bb49df2c A basic components test that just loads all the config files and their components into a world. Zed A. Shaw 2025-02-21 22:52:53 -0500
  • d0a6a92bc8 More testing improvements. Zed A. Shaw 2025-02-21 13:21:13 -0500
  • 84fff71344 Remove some dead functions. Zed A. Shaw 2025-02-21 12:37:16 -0500
  • 4b333c6684 Fix the mouse so that it's discrete and one click means on action. Zed A. Shaw 2025-02-21 12:32:55 -0500
  • b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. Zed A. Shaw 2025-02-21 11:34:46 -0500
  • 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. Zed A. Shaw 2025-02-21 03:32:44 -0500
  • f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. Zed A. Shaw 2025-02-21 03:00:56 -0500
  • 6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. Zed A. Shaw 2025-02-21 01:04:32 -0500
  • dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. Zed A. Shaw 2025-02-21 00:50:54 -0500
  • 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. Zed A. Shaw 2025-02-21 00:19:35 -0500
  • 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. Zed A. Shaw 2025-02-20 23:18:18 -0500
  • 4a1a8a7d65 Mostly working overlay to show when in combat or not. Zed A. Shaw 2025-02-20 12:43:52 -0500
  • 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. Zed A. Shaw 2025-02-20 10:53:01 -0500
  • d8e1fc7aa3 I have the overlay display the low health blood using the gui system. Zed A. Shaw 2025-02-20 08:41:45 -0500
  • 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. Zed A. Shaw 2025-02-20 02:33:09 -0500
  • 59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. Zed A. Shaw 2025-02-20 00:44:13 -0500
  • baa4d8ee2b Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon? Zed A. Shaw 2025-02-20 00:30:39 -0500
  • 3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. Zed A. Shaw 2025-02-19 23:18:33 -0500
  • 0199248354 New axe wielding ranger for you to kill. Zed A. Shaw 2025-02-19 13:24:54 -0500
  • f2b7871d12 Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. Zed A. Shaw 2025-02-19 08:56:34 -0500
  • 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. Zed A. Shaw 2025-02-19 08:33:18 -0500
  • 6447f86954 Status UI now fakes a kind of 'hot bar' inventory display. Zed A. Shaw 2025-02-19 00:35:32 -0500
  • f10498425e Make the FPS/debug output render in a better place and not so in your face. Zed A. Shaw 2025-02-19 00:22:59 -0500
  • bfe0d797c8 Status UI now has a log and some buttons. Zed A. Shaw 2025-02-18 23:58:13 -0500
  • 3a6ba8445a Added a Background guecs component. Zed A. Shaw 2025-02-18 23:08:04 -0500
  • 69a810b5a1 Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. Zed A. Shaw 2025-02-18 14:24:57 -0500
  • 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. Zed A. Shaw 2025-02-18 12:51:28 -0500
  • 9c66e870d2 Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same. Zed A. Shaw 2025-02-18 11:39:27 -0500
  • 49a71e257e GUI for combat now works better and I can create sprites for things if I want. Zed A. Shaw 2025-02-18 11:28:55 -0500
  • 46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. Zed A. Shaw 2025-02-18 01:10:56 -0500
  • 615599084a Bring in a spider enemy. Zed A. Shaw 2025-02-17 14:34:50 -0500
  • 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. Zed A. Shaw 2025-02-17 05:26:47 -0500
  • 2a4ada81bb Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. Zed A. Shaw 2025-02-13 13:15:23 -0500
  • 8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. Zed A. Shaw 2025-02-16 21:19:21 -0500
  • 7c1f05c801 Combat UI is alright but need to now make a few common widgets. Zed A. Shaw 2025-02-16 19:27:57 -0500
  • cfe56bbf99 Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. Zed A. Shaw 2025-02-16 18:31:31 -0500
  • 232c994347 HP bar is working, and next just need to make the combat gui actually work. Zed A. Shaw 2025-02-16 13:48:57 -0500
  • 3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. Zed A. Shaw 2025-02-16 12:34:48 -0500
  • 79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. Zed A. Shaw 2025-02-16 11:50:14 -0500
  • f884b83809 SFML's use of fonts is bizarre. It gives you a bounding box for the font, but then just ignores it and positions the text using the baseline, which is then outside of the bounding box. This is a quick fix but still looks wrong. Zed A. Shaw 2025-02-16 03:00:29 -0500