4277c6c310
refactor: replace AnimationNode with Task system (tweens/async)
2026-02-05 09:06:51 +01:00
0017b6e104
refactor: integrate tweens into Task system and simplify camera animations
2026-02-02 02:39:28 +01:00
7f1c31f67e
Merge pull request 'feature/task' ( #29 ) from feature/task into main
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Reviewed-on: #29
2026-02-02 02:36:30 +03:00
4f436a3d3f
Merge pull request 'fix/death-logic' ( #28 ) from fix/death-logic into main
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Reviewed-on: #28
2026-02-02 01:56:51 +03:00
752fe00910
refactor: implement turnOrder:remove by filtering/rebuilding queues instead of O(n) PriorityQueue:remove
2026-02-01 23:36:09 +01:00
2d29d35f96
fix: implement character death cleanup in turn order and queues
2026-02-01 23:26:14 +01:00
958d3bc245
fix: correctly add values to self.__grid instead of the grid class table
2026-02-01 22:57:33 +01:00
1986228670
Refactor spell casts to use task utilities and simplify callbacks
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Add task.chain utility for chaining asynchronous tasks
2026-02-01 03:56:18 +03:00
403ba5a03f
Add Task.wait to combine multiple tasks into one
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Add TestRunner for running asynchronous tests with update support
Add test for Task.wait to verify concurrent task completion
Add set method to Counter for explicit value assignment
2026-01-31 02:11:55 +03:00
e02c221e31
make all 3 demo spells work with tasks
2026-01-30 00:55:08 +03:00
59cc0fba0b
rewrite sprite:animate, residentsleeper:sleep, attack:cast to use
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callback trees
2026-01-30 00:32:05 +03:00
86a599723e
TLDR: higher-order functions my beloved
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Add counter utility and chain async animations in spell cast
Introduce a Counter module to coordinate multiple asynchronous
animation callbacks and update spellbook cast to run chained
animations sequentially. Also lock selector during AI turns.
2026-01-29 02:32:58 +03:00
93a4961419
high-order functions my beloved
2026-01-25 07:05:45 +03:00
3f694ccec9
attempt to save our souls (callback hell my beloved)
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Co-authored-by: Ivan Yuriev <ivanyr44@gmail.com>
2026-01-24 01:46:05 +03:00
d48f1af1af
micro refactoring
2026-01-23 15:57:10 +03:00
9489cd0488
we can move under another (closest!!!!!!!!!) character
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cool!!!!
2026-01-23 15:56:36 +03:00
8ad68f914d
make walk:cast stateless
2026-01-19 13:03:47 +03:00
a4e2a2f257
Improve audio effects handling and update spell sound filter type
2026-01-19 00:45:04 +03:00
fc5a39b1d2
refactor audio.crossfade
2026-01-19 00:21:21 +03:00
9ad6c8bdfa
Merge branch 'feature/audioengine'
2026-01-18 17:56:06 +03:00
99b176342f
fix effects in audio:play
2026-01-18 14:03:03 +03:00
dee4ed9719
added effects to audio:play
2026-01-18 14:01:20 +03:00
70ec74ebe3
added filters to audio:play
2026-01-18 13:53:59 +03:00
ae03ee3adb
add looping to music
2026-01-18 13:32:45 +03:00
2c8b65e1ae
im undone, CROSSFADE DONE
2026-01-18 01:24:24 +03:00
26633db3c3
implement LightBehavior:animateColor
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(to show that animations do work, actually)
2026-01-18 01:03:35 +03:00
ab37f6816d
add demo dynamic light on dev_mana cast
2026-01-17 18:26:13 +03:00
e088fddf48
implement character:die()
2026-01-17 17:43:29 +03:00
f900e89a82
I HAVE AN ANIMATIONNODE
...
I HAVE AN UPDATE
OHHHHHHHHHHHHHHHHHH
animationNode:update(dt)
I HAVE A TREE
I HAVE AND AUDIO
OHHHHHHHHHHHHHHHHHHHHH
Tree.audio
I HAVE AN animationNode:update(dt)
I HAVE A Tree.audio
OHHHHHHHHHGKHGKGHKGgghkgh
Tree.audio.animationNode:update(dt)
TUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDUTUTUDUDU
2026-01-17 17:24:04 +03:00
7ff7e47a90
add PositionedBehavior
2026-01-17 14:49:08 +03:00
4ee7b62ae4
trying to update to main branch, and SWEAR TO GOD THIS SOMETHING BREAK
2026-01-17 10:57:38 +03:00
ac03a014f6
suck my ass stupid animations, im done
2026-01-17 10:49:53 +03:00
d36b67855a
stream type microfix
2026-01-16 16:09:49 +03:00
4883cc0e0c
rewrite all COMPLETELY because im suck at this shit fr 🥀 🥀 🥀
2026-01-16 14:28:56 +03:00
4aa470f443
allow window resizing TODO: get rid of fullscreen rendering
2026-01-14 21:35:23 +03:00
e6754048f6
add weather to level
2026-01-14 21:00:17 +03:00
82fdd0d609
light source test
2026-01-08 12:45:59 +03:00
cd5c844c52
Fix variable naming from r to phi in shadow calculation function
2026-01-04 02:23:52 +03:00
03070cfff7
move shadows-related logic into its own behavior
2026-01-04 02:18:02 +03:00
767ddc459c
shadows v1.5
2025-12-29 02:16:09 +03:00
198c322ec4
performance update
2025-12-28 05:21:07 +03:00
24cda32e81
temporary enshittification of the rendering
2025-12-28 05:16:01 +03:00
0c1332afb3
add simple cone shadows (blurred)
2025-12-27 04:37:32 +03:00
b259aa3839
introduce basic offscreen render stack
2025-12-27 03:35:56 +03:00
284f2ac204
Increase camera pixelsPerMeter from 24 to 32
2025-12-22 03:53:41 +03:00
47dea647a0
make hp bar text more clear
2025-12-15 03:23:34 +03:00
4161044dcc
make actual use of fonts
2025-12-14 23:24:17 +03:00
5c1a0b0c19
Refactor FontManager theme loading and add default theme getter
2025-12-14 23:23:52 +03:00
29e001e20f
implement FontManager
2025-12-14 23:04:52 +03:00
00f3db4ff9
allow loading arbitrary files as FileData
2025-12-14 23:04:41 +03:00