fd47ada751
fix dev_attack sound timing
2026-04-24 05:01:51 +03:00
149432e699
Create progressive_plains.ogg
2026-04-24 04:38:36 +03:00
8eb453ff7f
move assets to lfs
2026-04-24 04:38:28 +03:00
a39be70969
conifgure git LFS
2026-04-24 04:37:58 +03:00
41a906fe6a
Merge pull request 'rework/rendering' ( #36 ) from rework/rendering into main
...
Reviewed-on: #36
2026-04-23 19:52:51 +03:00
3e23599c88
add luals annotaions
2026-04-23 19:35:44 +03:00
cb53fa8d88
feat: implement sprite_light uber-shader with dynamic lighting and animated outline
2026-04-23 19:34:35 +03:00
254e94fc29
improve characters dynamic lighting
2026-04-23 19:25:12 +03:00
606c1158e3
move character lighting to shader
2026-04-23 18:58:08 +03:00
1ad38c3103
feat: implement RenderQueue, SpriteBatch for tiles and Low-Res rendering for lights/shadows
2026-04-23 17:34:31 +03:00
c2c33cbf1b
hotfix: revert some shit caused by merge
...
make the boar work with new AI features
2026-04-17 00:38:16 +03:00
d33d6eedd6
Merge pull request 'feature/ai-but-cooler' ( #35 ) from feature/ai-but-cooler into main
...
Есть куда стремиться, но для work-in-progress покатит. Потом с удобством использования поиграемся
Reviewed-on: #35
2026-04-17 00:31:10 +03:00
d7228cc322
slightly tweak the types in AIBehavior
2026-04-17 00:29:53 +03:00
d1597d8ffa
i dont need epsilon now
2026-04-16 15:04:50 +03:00
85883dfa7d
he's (ai) doing some stuff and i think its cool
2026-04-15 17:29:16 +03:00
a16b279e44
i hate negative numbers
2026-04-15 14:53:07 +03:00
cdf68004da
new circleVectors (midpoint circle algorithm) and pathToClosestCharacter
...
function
2026-04-15 13:42:33 +03:00
bad4b494cd
circleVectors function and some ai progress
2026-04-15 09:56:17 +03:00
ce7b93fecd
- limit walking spells to actual path length
...
- rename previewType -> targetType
- add an icon to preview non-walkable tiles
2026-04-15 01:23:29 +03:00
b6737e8f0b
some casual self typing
2026-04-14 19:25:00 +03:00
e597f8da20
randomize first frame of idle animation
2026-04-13 03:31:49 +03:00
4761446e73
- add boar
...
- implement manifests for sprites
- fix sprite and shadowcaster draw algorithm
2026-04-13 03:20:50 +03:00
36271b447c
fix light blending
2026-04-13 01:47:28 +03:00
f3d5f82382
add some shaders
2026-04-13 01:20:10 +03:00
3615435d08
Merge pull request 'feature/cast-overlay' ( #33 ) from feature/cast-overlay into main
...
Reviewed-on: #33
2026-04-13 01:19:51 +03:00
d81f45e214
move overlay under the sprite layer
2026-04-13 01:19:00 +03:00
db8db450d0
ai maketurn, but in table
2026-04-12 23:21:50 +03:00
5a35d8fe74
optimize spell target recount, add subtle animation when targets appear
2026-04-12 23:15:26 +03:00
dc8e05d362
BOAR (platno)
2026-04-12 23:10:52 +03:00
46c7b46bd1
added class stat
2026-04-12 23:10:20 +03:00
fbba5cdbf0
add better spell target visuals
2026-04-12 22:34:50 +03:00
41c7759de6
Add a preview of possible target positions, done in a very stupid, ugly
...
and ineffective way.
2026-04-12 05:37:59 +03:00
8fc4ca5483
Merge pull request 'feature/spell-constraints' ( #32 ) from feature/spell-constraints into main
...
Reviewed-on: #32
2026-03-18 05:11:54 +03:00
2e96ec821d
Add cooldown handling for spells and display in UI
...
- Implement cooldown tracking in SpellcasterBehavior
- Decrease cooldowns at end of each round in turn order
- Prevent casting spells on cooldown in spell.cast
- Show cooldown overlay and block click on skill buttons
- Adjust font sizes for better UI consistency
2026-03-18 05:09:35 +03:00
ec816eb666
Refactor spell cast and task returns for optional tasks
2026-03-18 04:05:04 +03:00
d84fc4a7c2
Add path preview and refactor spells with new Spell API
...
- Add path preview support to Spell with update and draw methods
- Refactor spell:cast to always return a Task
- Simplify spell.new constructor and apply distance constraint uniformly
- Replace walk spell with new Spell-based implementation supporting path
preview
- Remove debug print from target_test.lua
2026-03-18 03:53:27 +03:00
ecec540251
Improve target validation logic in spell casting function
2026-03-18 02:03:30 +03:00
a6578ec8dd
Refactor target distance check using query intersection
...
Replace manual distance check with combined targetQuery and
distance query intersection for cleaner spell targeting logic
Fix query combinators to correctly reference self in closures
2026-03-18 02:01:59 +03:00
ef5ff5f847
tweak light effects in spells
2026-03-18 01:47:09 +03:00
0d2ed101d6
Refactor light animation in regenerateMana spell using easing
2026-03-18 00:56:19 +03:00
4431934e6b
Refactor spell target selection to use composable queries
...
Introduce SpellTargetQuery abstraction for flexible target filtering.
Replace fixed target types with query-based system supporting union,
intersection, and exclusion of target conditions. Update spells
accordingly.
2026-03-17 23:09:36 +03:00
e0b08b07ec
Remove residentsleeper behavior from light effect in regenerateMana
...
spell
2026-03-17 20:39:30 +03:00
2e6155aea4
Add target validation and refactor spells with new cast logic
2026-02-13 01:28:36 +03:00
95f2230302
Add simple spell framework and refactor dev_attack spell to use it
2026-02-13 00:43:54 +03:00
93521d2b8b
Merge pull request 'feature/task-tweens' ( #30 ) from feature/task-tweens into main
...
Reviewed-on: #30
2026-02-12 00:07:34 +03:00
08cfcca756
Remove unused utils require and clean trailing whitespace in tiled
...
behavior
2026-02-12 00:04:57 +03:00
2fc9bdf6a6
Clean up trailing whitespace in audio crossfade function
2026-02-12 00:01:43 +03:00
00f1c7f7ee
fix(audio): remove duplicated logic and fix fader lifecycle in crossfade
2026-02-08 04:33:13 +01:00
78776ec0dd
Refactor mana regeneration to add flash effect callback
2026-02-08 06:28:24 +03:00
163906c289
Import lerp from utils module and remove duplicate function definition
2026-02-08 06:20:22 +03:00