Commit Graph

110 Commits (0cdaa09dc811c9c2cc8344d124acd319befdc243)

Author SHA1 Message Date
Elijah Voigt 90584babb6 Macos builds working
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
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
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
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
Animations are still a bit janky but the core gameplay loop seem secure!
1 year ago
Elijah C. Voigt 9bb6d08d28 Still getting capture flakeyness
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
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
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
Still have to get rid of one of the two merged pieces
2 years ago
Elijah C. Voigt 82b1f00d14 loading is blocking again
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!
Sans merging which we still haven't wired into the real game...
2 years ago
Elijah C. Voigt 80738dd217 Merging moves implemented ish
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
Feels good man
2 years ago
Elijah C. Voigt 33f37d57c4 I think it's working again
*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
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
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
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.
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
Going to try simplifying the piece updating logic into one method
2 years ago
Elijah C. Voigt 618d0c87b4 Remove examples
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
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
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
Also refactored my custom any_component_X methods to act more like other
conditionals
2 years ago