Zed A. Shaw
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31b35b43eb
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Added the ritual belt first cut.
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1 year ago |
Zed A. Shaw
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17d30e2ed2
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Add a dump function and clean up some data.
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1 year ago |
Zed A. Shaw
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5d924c764f
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Rituals can now be configured to have a kind and an element based on the results.
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1 year ago |
Zed A. Shaw
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a342c53b02
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RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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1 year ago |
Zed A. Shaw
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43435509f6
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Fixed system to use the BattleEngine result.
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1 year ago |
Zed A. Shaw
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bf8a2dc0c5
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Simple quick way to do different attacks that play different shaders.
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1 year ago |
Zed A. Shaw
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58981fd8ed
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Setting up to have a fire attack and lightning attack.
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1 year ago |
Zed A. Shaw
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787be78a69
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Now I can attach arbitrary shaders to sprites based on things that happen in the world.
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1 year ago |
Zed A. Shaw
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bec8fe0a13
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Note from ORBLISH on idea for hover sounds.
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1 year ago |
Zed A. Shaw
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1b4f55804c
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The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
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1 year ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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1 year ago |
Zed A. Shaw
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467a26628c
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Wrong shader.
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1 year ago |
Zed A. Shaw
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137dcc1f30
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Missing resources.
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1 year ago |
Zed A. Shaw
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57e042e786
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Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
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1 year ago |
Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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1 year ago |
Zed A. Shaw
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7186c2ecb0
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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.
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1 year ago |
Zed A. Shaw
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84a5f06dac
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Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset.
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1 year ago |
Zed A. Shaw
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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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1 year ago |
Zed A. Shaw
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08bc48df3d
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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.
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1 year ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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1 year ago |
Zed A. Shaw
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edee3ac0c9
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Quick test that shows the shader now just work on any UI element.
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1 year ago |
Zed A. Shaw
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35ced58cc9
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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.
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1 year ago |
Zed A. Shaw
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a5b8e411e3
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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.
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1 year ago |
Zed A. Shaw
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80b4faf940
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Added a screen size parameters to the fragviewer.
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1 year ago |
Zed A. Shaw
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576110ea44
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Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
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1 year ago |
Zed A. Shaw
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724d3edb61
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Wrote my own quick and dirty fragment shader viewer.
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1 year ago |
Zed A. Shaw
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b5d93399d5
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Converted the buttons to reflect the actions you can take.
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1 year ago |
Zed A. Shaw
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d7e9944e58
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Change the buttons to text for development until I can get the icons/art.
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1 year ago |
Zed A. Shaw
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e11a374d26
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No need to compile arena anymore.
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1 year ago |
Zed A. Shaw
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5a3b567fd1
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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.
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1 year ago |
Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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1 year ago |
Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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1 year ago |
Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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1 year 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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1 year ago |
Zed A. Shaw
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1f90367f51
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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.
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1 year ago |
Zed A. Shaw
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e18aeaf05c
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Bring back a simple blood splatter texture.
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1 year ago |
Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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1 year ago |
Zed A. Shaw
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6d73c87c4e
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Debug UI now has little icons for each enemy and can spawn any enemy. Also I forgot the files.
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1 year ago |
Zed A. Shaw
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07ce8a4148
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New debug_ui that shows perf data, other debug info, and allows spawning enemies.
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1 year ago |
Zed A. Shaw
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4f090159ab
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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.
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1 year ago |
Zed A. Shaw
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b6c1eba1b3
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Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance.
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1 year ago |
Zed A. Shaw
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c1aba2d5c8
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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.
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1 year 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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1 year ago |
Zed A. Shaw
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52f45e1d45
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Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
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1 year ago |
Zed A. Shaw
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862d8b4d81
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Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
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1 year ago |
Zed A. Shaw
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6fa7b0a418
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Accidentally committed code during testing.
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1 year ago |
Zed A. Shaw
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0ebc60793a
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Brought back the closed_set to avoid visiting nodes already handled.
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1 year ago |
Zed A. Shaw
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922fbeba0e
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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1 year ago |
Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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1 year ago |
Zed A. Shaw
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47c6bfd531
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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.
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1 year ago |