Elijah Voigt
90584babb6
Macos builds working
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Includes fmod (dynamic linking) and pretty dmg installer
1 year ago
Elijah C. Voigt
ad864adc1b
better end-screen font
1 year ago
Elijah C. Voigt
ba4414226f
Change all logging from info!/warn! to debug!
1 year ago
Elijah C. Voigt
4b9e45d841
Clean up *some* of the camera jank
1 year ago
Elijah C. Voigt
9d7fffdca0
Fixed scoring and disabled vantage for AI mode
1 year ago
Elijah C. Voigt
d045800ae3
Undo!
1 year ago
Elijah C. Voigt
fcf89e91fc
Generalized 3D model management
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This as it turned out was not as much of a win as I would have liked,
especially now that the title is an image instead of a model.
But it is still nice to have a more ECS-centric way of managing
models.
1 year ago
Elijah C. Voigt
72ea887925
Fix small correctness bug
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But like... they're all big because correctness is a requirements...
1 year ago
Elijah C. Voigt
60b73b9889
Higlight a piece to pick up during tutorial
1 year ago
Elijah C. Voigt
e7364b4344
Add capture SFX
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I don't love it, so it's easy to disable.
But it's there if we want to keep it.
1 year ago
Elijah C. Voigt
91787dff88
And with that... I believe we have correctness
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Animations are still a bit janky but the core gameplay loop seem secure!
1 year ago
Elijah C. Voigt
9bb6d08d28
Still getting capture flakeyness
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Need to re-write the capture flow.
Also need to add the 'setup' state again so loading doesn't suck.
1 year ago
Elijah C. Voigt
3e29298214
Asserts about game piece state...
1 year ago
Elijah C. Voigt
1a9c774ccf
Make score keeping idempotent
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Also add 'being captured' to capture flow.
1 year ago
Elijah C. Voigt
0aa3c2725c
Reduce build size, revert testing board
1 year ago
Elijah C. Voigt
b5db24553e
Spotlights do not cast shadows
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This really helps the framerate... to an extent
1 year ago
Elijah C. Voigt
6f613d730e
Undo temporary board change -- oops!
1 year ago
Elijah C. Voigt
9f3b9151b3
Fixed dissolve for pieces crossing canal
1 year ago
Elijah C. Voigt
c319ecab61
Just left click (now for de-selecting pieces)
1 year ago
Elijah C. Voigt
9c396e3183
Loading is fixed and merging is partially fixed
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Still have to get rid of one of the two merged pieces
2 years ago
Elijah C. Voigt
82b1f00d14
loading is blocking again
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Thank glob.
2 years ago
Elijah C. Voigt
2295de0043
Loading is borked, but tutorial worked...
2 years ago
Elijah C. Voigt
2a33dd7464
Revert to old game board
2 years ago
Elijah C. Voigt
0c56bd18a1
Wait I think merging works?! fuck yeah.
2 years ago
Elijah C. Voigt
098df2998b
Fixed moves correctness!
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Sans merging which we still haven't wired into the real game...
2 years ago
Elijah C. Voigt
80738dd217
Merging moves implemented ish
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At least on the backend. Not sure they're rendered.
God bless test driven development, amirite?
2 years ago
Elijah C. Voigt
40b40ae887
Tests pass
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Feels good man
2 years ago
Elijah C. Voigt
33f37d57c4
I think it's working again
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*wipes brow* thank god.
2 years ago
Elijah C. Voigt
2fb524643d
Saving place. Broken but don't want to go further...
2 years ago
Elijah C. Voigt
b86aea043e
Parsing board from ascii
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Mostly useful for testing!
2 years ago
Elijah C. Voigt
6e2d96a17b
audio intensity
2 years ago
Elijah C. Voigt
1a056277c9
Fixed a small amount of jank with the alpha on the title
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Still a small amount of alpha jank on buttons sadly...
2 years ago
Elijah C. Voigt
a0c50a88c6
Slightly improved valid move indicator, title rendered text
2 years ago
Elijah C. Voigt
3d6ca40e67
There are some bugs in the rewrite, need some elbow-grease to iron them out
2 years ago
Elijah C. Voigt
3157666d84
Re-architecture for moves
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Now that moves are a bit more complicated I did a pass at calculating
which moves are valid for a given piece.
The speed/memory usage on this version is likely higher, but we're
dealing with really small numbers of moves so I'm not worried about
it. Optimizations should be simple if I look for them.
As for the re-architect, we generate a list of possible moves for a
piece, check that against some candidates spot, and if it _could_ be a
valid move, we do additional checks like if this is a capture, if this
is an invalidating move, or if this would "Jump" (which was my main goal
with this refactor).
2 years ago
Elijah C. Voigt
f0befe0928
Queen "no jumping" is _mostly_ implemented.
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You can still jump over enemies which is BS.
That is going to require some... magic... to fix.
2 years ago
Elijah C. Voigt
0edfcfec5b
Drone has "no jumping" implemented
2 years ago
Elijah C. Voigt
0972d2ef91
Welp I broke something...
2 years ago
Elijah C. Voigt
c9cf364c13
Saving my place before making a big change
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Going to try simplifying the piece updating logic into one method
2 years ago
Elijah C. Voigt
618d0c87b4
Remove examples
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Too much work to maintain wrt upgrades
2 years ago
Elijah C. Voigt
023dd9dc00
Clippy fixes
2 years ago
Elijah C. Voigt
877f7001b1
Mostly updated to bevy 0.13
2 years ago
Elijah C. Voigt
d3c2289d41
why you no iter_many_mut().for_each()???
2 years ago
Elijah C. Voigt
a7ffd6e0f9
Button images rough implementation
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Tuning font sizing and need to add font changes upon interaction
2 years ago
Elijah C. Voigt
8e2d4ab7af
Still not sure how to get rid of fog at startup...
2 years ago
Elijah C. Voigt
ca95bf46ec
escape is handled gracefully in most situations
2 years ago
Elijah C. Voigt
1ffb34b93b
Well I got endgame working, then I kept going
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Probably broke something, but I'm working on escape handling in
different contexts. Mostly going to the "expected" menu.
2 years ago
Elijah C. Voigt
aef8c719f2
tutorial menu works
2 years ago
Elijah C. Voigt
3091a15dea
main menu works!
2 years ago
Elijah C. Voigt
4b5c90f1ba
saving my place working on menus
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Also refactored my custom any_component_X methods to act more like other
conditionals
2 years ago