Elijah C. Voigt
95559d8887
Very small quality of life stuff, broke shadows
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Click to move through into + title
Speed up animations by pressing down instead of jumping to end.
(tweakable)
2 years ago
Elijah C. Voigt
7b4682bc21
mid refactor: dissolve::{in,out} tagging for animation
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So far things are borked, but it _feels_ like we're going in the right
direction
2 years ago
Elijah C. Voigt
1b70e0707e
Fixing selecting multiple pieces woot woot!
2 years ago
Elijah C. Voigt
6ce3fffa87
Still borked, saving my place
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rolling back in hopes that it fixes things...
2 years ago
Elijah C. Voigt
ac7458a0f9
Clippy is happy
2 years ago
Elijah C. Voigt
877f7001b1
Mostly updated to bevy 0.13
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
Elijah C. Voigt
5fc0706c10
Saving my place
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Adding a little 'just_pressed' helper for system conditionals
Replaces that lambda I kept using all over the place
2 years ago
Elijah C. Voigt
82b817a614
State management refactor
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Have not run this, almost certain things are broken.
The general idea is we mark entities with components and have a general
purpose "OnStateChange" trigger that marks all "active state" entities
as visible and all "inactive state" entities as invisible.
This should simplify state management -- unless of course there are
exceptions which there will be and will require having some sort of
"Sticky<T>" component that says "When this state transition occurs,
don't touch this one entity"
2 years ago
Elijah C. Voigt
30d755e8de
We have a favicon!
2 years ago
Elijah C. Voigt
0a37814aeb
Hacking in tutorial button.
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Need to toggle it on/off, but this is a good step.
2 years ago
Elijah C. Voigt
2bcc240cc3
Doesn't work, but saving my place
2 years ago
Elijah C. Voigt
8825736373
tutorial main chunk, definitely buggy... for tomorrow
2 years ago
Elijah C. Voigt
7a72257633
Plan out tutorial
2 years ago
Elijah C. Voigt
b983dc8e23
Stub out intro animation
2 years ago
Elijah C. Voigt
716c94a5f3
Dynamic UI resolution
2 years ago
Elijah C. Voigt
8d88a54675
make the shader example closer to reality...
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With Backup<T> and all that jazz...
I wonder if it will work in the real game!
2 years ago
Elijah C. Voigt
f9197ab157
Merge PlayState with Side
2 years ago
Elijah C. Voigt
18f3797340
Adding endgame tracking
2 years ago
Elijah C. Voigt
fe2e023036
cargo fmt
2 years ago
Elijah C. Voigt
609ae8ebb9
In a good-ish spot, going to save
2 years ago
Elijah C. Voigt
f0a64541e1
Rip out 2d, merge editor and debug mode
2 years ago
Elijah C. Voigt
c9b2a22e68
Editor, plus better alignment for pieces on side of board
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The pieces are still not in the right place...
2 years ago
Elijah C. Voigt
31041be37c
Light tweaks working
2 years ago
Elijah C. Voigt
87b6672631
Everything works!... except animation...
2 years ago
Elijah Voigt
0a79c8a53a
This *should* be all I need for the 0.12 upgrade...
2 years ago
Elijah Voigt
eca7e95e10
So close to getting it to compile...
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Then the real fun begins...
2 years ago
Elijah C. Voigt
3429e8f0bd
Parsing fog implemented.
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Now just need to use the fog values...
2 years ago
Elijah C. Voigt
296d79afeb
Half way implementing fog tweakfile changes
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Parsing the fog parameter in toml is a PITA but a good lesson for future
tweaks I guess...
2 years ago
Elijah Voigt
cc0299a65a
Rule: No move rejections (sideA->sideB->sideA)
2 years ago
Elijah Voigt
69205318dd
Move loading system to loading.rs
2 years ago
Elijah Voigt
a58151ee52
Very simple 2d/3d toggle button
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It's buggy as hell, but it works. Improvements come with icing.
2 years ago
Elijah C. Voigt
5f2cd7bb4a
Audio fixed!
2 years ago
Elijah Voigt
e2e535137a
Most of the way toward the final camera setup
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Two cameras only, one for 2d one for 3d -- none of this camera-per-state bs.
Still have a bug with switching while in the menu, but otherwise things
are working well.
2 years ago
Elijah Voigt
c7692d36c1
Need to figure out a better way to camera...
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The general idea is that we will have 2 cameras total, one for 2d and
one for 3d. Start with 2d and switch to 3d. Each camera will be marked
with it's state, and there will be a system which listens for some event
(or resource update) to change the camera.
2 years ago
Elijah Voigt
8cee0b6fb5
I think the jitter-selected issue is fixed
2 years ago
Elijah Voigt
983779c948
De-select does not work...
2 years ago
Elijah C. Voigt
38b796ad31
bug infestation. selecting/capturing/etc in 2d works worse than in 3d
2 years ago
Elijah C. Voigt
8e0254c7e8
refactor states; separate display and play states
2 years ago
Elijah C. Voigt
729c74e932
Select refactors for 2d, sync select/deselects
2 years ago
Elijah C. Voigt
fdd3ccaa84
cargo fmt
2 years ago
Elijah C. Voigt
5c92c07d94
Make it work on MacOS
2 years ago
Elijah Voigt
df74674c96
Basic 3d select implemented0
2 years ago
Elijah Voigt
c987ad10b1
got display 3d color changing working
2 years ago
Elijah Voigt
fe013dcf3c
Starting work on skybox
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need to make an example to just prove it out.
But at least it doesn't crash the game!
2 years ago
Elijah Voigt
f87bfb5a6c
Loading screen. Ironing out bugs with color change?
2 years ago
Elijah Voigt
2c17ecb1cd
Credits!
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They are very rough, but easy enough to improve with some simple
parsing.
2 years ago
Elijah Voigt
4dbf524e3f
load state actually blocks now
2 years ago
Elijah Voigt
b8138c0129
Simple 2d/3d toggle
2 years ago