Commit Graph

272 Commits (6f5064a308b8c71d7b6076d273b7d704d2af800e)
 

Author SHA1 Message Date
Elijah C. Voigt df1a2a3bf7 put-down animation works!
Thank christ
2 years ago
Elijah C. Voigt 4cebce8bf2 break down select and pointer hover
This allows us to hook into the hovered piece for debugging
2 years ago
Elijah C. Voigt 63ca981aa4 somewhat fix shadows with system ordering 2 years ago
Elijah C. Voigt 0cf4fe4fb6 handle skip to end of animation 2 years ago
Elijah C. Voigt 52f978e70a Basically the intro works...
There's def some bugs with clicking through the intro title...
2 years ago
Elijah C. Voigt 95559d8887 Very small quality of life stuff, broke shadows
Click to move through into + title
Speed up animations by pressing down instead of jumping to end.
    (tweakable)
2 years ago
Elijah C. Voigt 9f5856f86f Add shadows, fix some animation jank, iterate on valid move indicator 2 years ago
Elijah C. Voigt 5bf70e5980 Updated skybox, title, buttons 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 7e69ae134a Lol fixed it 2 years ago
Elijah C. Voigt ec09fe4d28 So we un-fixed the issue with the dissolve
The base color seems really important... unfortunately...
2 years ago
Elijah C. Voigt 12feaca205 OK intro animation looks good enough... for now. 2 years ago
Elijah C. Voigt 783eb95fe4 cargo fmt 2 years ago
Elijah C. Voigt 595076607e I mean the intro part works...
Outro does not...
2 years ago
Elijah C. Voigt eb698b0316 First stab at dissolving title
I wrote this literally without running it.
Let's see if I nailed it :fingerscrossed:
2 years ago
Elijah C. Voigt 7fd38dab26 yay the shared material problem is fixed
Now on to getting that intro dissolving!
2 years ago
Elijah C. Voigt 3275582176 cargo fmt... also maybe fix that shared materials thing 2 years ago
Elijah C. Voigt 2d476b89da Oh good, the piece was moving, it was just invisible! 2 years ago
Elijah C. Voigt 37a7488852 Dissolve refactor: It ain't perfect, it ain't done, but it's progress!
Yay incremental progress toward the old effect!

The function that plays the animation for dissolving when pieces are
tagged is roughly working.

The only downsides now are that multiple pieces are sharing the same
material, and more importantly the piece should be moving to the side of
the board but it is not!
2 years ago
Elijah C. Voigt 7b4682bc21 mid refactor: dissolve::{in,out} tagging for animation
So far things are borked, but it _feels_ like we're going in the right
direction
2 years ago
Elijah C. Voigt 72811d6d04 The dissolve texture is fixed!
Somehow there are _more_ bugs now, but a big one is fixed!
2 years ago
Elijah C. Voigt e4e993ed64 Dissovle not fixed, but at least it doesn't crash! 2 years ago
Elijah C. Voigt 1b70e0707e Fixing selecting multiple pieces woot woot! 2 years ago
Elijah C. Voigt 06fa416447 Model replacement kinda sorta works -- ship it! 2 years ago
Elijah C. Voigt 6ce3fffa87 Still borked, saving my place
rolling back in hopes that it fixes things...
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 3d613864bd Upgrade successful, the game runs! 2 years ago
Elijah C. Voigt ac7458a0f9 Clippy is happy 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 e031ebd22a Fixing some bevy 0.13 errors 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 c04f72dccd 🤷
The tutorial fails to init sometimes for some weird reason...
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 bd303af745 clicking through animations/intro scroll 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
Elijah C. Voigt 5fc0706c10 Saving my place
Adding a little 'just_pressed' helper for system conditionals
Replaces that lambda I kept using all over the place
2 years ago