|  Zed A. Shaw | a34becdaeb | A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. | 8 months ago | 
				
					
						|  Zed A. Shaw | 73b0600039 | Quick notes on the linux build. | 8 months ago | 
				
					
						|  Zed A. Shaw | b68fd249ca | Catch a system error that OSX's SFML produces since it's at the end and looks like just a cleanup mistake. | 8 months ago | 
				
					
						|  Zed A. Shaw | b7948f8154 | Build is working on both OSX and Windows. Now for linux. | 8 months ago | 
				
					
						|  Zed A. Shaw | e1f9942da3 | Mostly working OSX build options, but it crashes on close with a thread error. | 8 months ago | 
				
					
						|  Zed A. Shaw | 28b900e4ff | Finally created an installer so people can try the game. | 8 months ago | 
				
					
						|  Zed A. Shaw | 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | 281a7f687a | Can now mark json/components with std::optional and then they can be null/false to disable them. | 8 months ago | 
				
					
						|  Zed A. Shaw | 243b4c2663 | Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. | 8 months ago | 
				
					
						|  Zed A. Shaw | 8b414c13e6 | Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. | 8 months ago | 
				
					
						|  Zed A. Shaw | 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | 6e8aa48332 | BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game. | 8 months ago | 
				
					
						|  Zed A. Shaw | ca18422930 | BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. | 8 months ago | 
				
					
						|  Zed A. Shaw | a3f6ba3c03 | Refactored the bossfight_ui so it will work with any description of a boss fight. | 8 months ago | 
				
					
						|  Zed A. Shaw | 43835da88f | Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. | 8 months ago | 
				
					
						|  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. | 8 months 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | e020f25dd1 | Move the compass to the left so that enemies don't have N on their head. | 8 months ago | 
				
					
						|  Zed A. Shaw | 2d790c5986 | Boss fight looking better, but I need to get this bounce animation in the main game fights. | 8 months 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | a8ae6df13b | Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. | 8 months ago | 
				
					
						|  Zed A. Shaw | 976b353901 | Reduce the bit rate and sample rate to get a lower quality effect on the sound. | 8 months ago | 
				
					
						|  Zed A. Shaw | a0c0308461 | More boss fight UI done and a bit of ambient sound working. | 8 months ago | 
				
					
						|  Zed A. Shaw | 64807174c0 | Initial idea for the boss fight UI but it's just a temporary holder for now. | 8 months ago | 
				
					
						|  Zed A. Shaw | a72d2879fd | Don't need the debugging. | 8 months ago | 
				
					
						|  Zed A. Shaw | 11ea08bc7f | Have a little debug minimap in the top right when autowalking with debug on. | 8 months ago | 
				
					
						|  Zed A. Shaw | da1e38e21c | Works a bit better now, but still gets stuck on combat and sometimes in alleys. | 8 months ago | 
				
					
						|  Zed A. Shaw | cdb930a7f2 | Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices. | 8 months ago | 
				
					
						|  Zed A. Shaw | 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | e6c225f1c8 | Refactor the Map::neighbors so that it's part of pathing where it should be. | 8 months ago | 
				
					
						|  Zed A. Shaw | d4355a608d | Now have an autowalker class that allows me to drive the game from an external source. | 8 months ago | 
				
					
						|  Zed A. Shaw | 1aba26831b | Also allow mouse clicks to stop autowalk. | 8 months ago | 
				
					
						|  Zed A. Shaw | d03abba8e4 | Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. | 8 months ago | 
				
					
						|  Zed A. Shaw | 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | a876229e18 | Forgot the rat king graphic. | 8 months ago | 
				
					
						|  Zed A. Shaw | 14c7f660de | Level traversal works better now, compass is accurate, and direction is maintained when you traverse. | 8 months ago | 
				
					
						|  Zed A. Shaw | b75a2b8c31 | Add the rat king. | 8 months ago | 
				
					
						|  Zed A. Shaw | 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | e9accf14e6 | Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. | 8 months ago | 
				
					
						|  Zed A. Shaw | 9d49c6a30b | Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. | 8 months ago | 
				
					
						|  Zed A. Shaw | 5179709e3c | Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. | 8 months ago | 
				
					
						|  Zed A. Shaw | 29e6d45dc6 | Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. | 8 months 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | dfd59065f7 | Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. | 8 months ago | 
				
					
						|  Zed A. Shaw | 0878a9e978 | Refactored inventory some so that the UI is not so knowing of the internals. | 8 months ago | 
				
					
						|  Zed A. Shaw | e0e7a1027c | Inventory system basically works now but is in a alpha hack stage.  Time to refactor. | 8 months ago | 
				
					
						|  Zed A. Shaw | 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | fa6311f10c | Add an ability to mark the main UI dirty so that it forces a render at specific times. | 8 months ago | 
				
					
						|  Zed A. Shaw | b8bafdcab5 | Forgot the pickup sound. | 8 months ago |