35cddfc53c
Enhance enemy AI and weapon mechanics: add knockback effect based on player position in Enemy class; improve attack direction handling and animation in OccamsRazor class.
syedm2026-04-03 14:59:28 +01:00
bf1171a775
Refactor input handling: replace hardcoded key inputs with configurable key bindings for character movement, inventory navigation, and actions; enhance settings scene with key rebind functionality and add credits scene.
syedm2026-04-03 14:46:35 +01:00
5814a1fdee
Final commit (i think)
syedm2026-04-03 02:53:01 +01:00
222b28d196
Add new assets and implement minimap functionality
syedm2026-04-03 02:51:11 +01:00
b325b35c88
Implement logging system: add GameLogger class for managing log messages, integrate logging in HUDLayer and ShrodingersMine for enhanced gameplay feedback.
syedm2026-04-03 00:38:27 +01:00
94be1f104f
Refactor weapon system: update BladeOfRecursion and QuantumBow classes with improved attack mechanics, damage handling, and drawing logic; enhance WeaponHandler for better weapon management.
syedm2026-04-03 00:28:50 +01:00
d0466599df
Add Komodo enemy class and enhance enemy spawning logic
syedm2026-04-02 23:15:03 +01:00
7c35419026
Implement traps system: add Trap, Landmine, and EventHorizon classes with collision detection and interaction logic; integrate trap handling in the game scene and enemy AI.
syedm2026-04-02 22:46:24 +01:00
db7c2aa7a2
Enhance game over scene: implement GameOver class with options for retry and main menu, add background image, and handle mouse and keyboard interactions.
syedm2026-04-02 15:33:50 +01:00
32de437f86
Implement health bar system: add HealthBar class for managing health, integrate health updates in HUDLayer, and modify enemy attack handling to reflect damage taken.
syedm2026-03-30 20:43:06 +00:00
0369d24338
Refactor enemy system: enhance EnemyAI with attack cooldown, update Force class to handle damage, and improve EnemyHandler for enemy removal; add OccamsRazor weapon with attack mechanics.
syedm2026-03-30 19:39:43 +00:00
60a89ed128
Enhance enemy AI and introduce Force class: update speed dynamics based on Lorentz field effects, refactor enemy spawning to utilize Force, and add sprite loading for Force.
syedm2026-03-30 16:31:08 +00:00
ccadcf660c
Replace Perlin noise with Ruby-OpenGL2 for shader support; update Gemfile and remove related noise generation code.
syedm2026-03-30 15:59:58 +00:00
b1e5ac3903
Update VSCode settings: add font family and size configurations
syedm2026-03-30 15:58:26 +00:00
c69bf59a71
Keep minimum wood/metal to allow razor to always be craftable
syedm2026-03-29 22:24:14 +00:00
1ea06f50d3
Refactor weapon system: implement WeaponHandler to manage LorentzField and prepare for additional weapons; update shader to incorporate lorentz_field uniform for visual effects.
syedm2026-03-29 22:22:06 +00:00
3c8c481713
Adjust torch light calculation to expand the area of effect for nearby torches as it was too small before
syedm2026-03-29 13:51:40 +00:00
5f3b6b8e29
Implement enemy pathfinding restrictions in starting room; rectify collision rectangle checks for props; create new trap and weapon files.
syedm2026-03-29 13:42:59 +00:00
5d16a15a41
Add external snippet comments for Simplex 2D noise in fog shader
syedm2026-03-29 11:21:48 +00:00
6aecd44114
Fix line of sight checks to use collision rectangle for prop interactions; as it caused the enemy to be able to softlock itself around a prop by thinking it was inside one the whole time;
syedm2026-03-29 11:20:10 +00:00
6769f174af
fix torch position used by shader
syedm2026-03-29 11:15:47 +00:00
9b0d29555b
Refactor crafting logic in Inventory class; improve resource checks and fit calculations
syedm2026-03-28 20:49:57 +00:00
f54679de61
Refactor game state and HUD: - Removed the State class as it was no longer needed. - Updated the MazeData class to improve output formatting. - Added new assets for HUD background and foreground. - Implemented Inventory class to manage crafting and item selection. - Created HUDLayer class to handle drawing the HUD and inventory interactions.
syedm2026-03-28 20:46:32 +00:00
045200bf9f
Props are now collectible; Props logic refractor; maze coordinates cleanup
syedm2026-03-28 18:09:58 +00:00
e42b31ec24
Refactor character and enemy AI movement logic; implement delta time for smoother updates and replace object (a reserved keyword) with prop.
syedm2026-03-28 16:43:37 +00:00
95f2be311d
Refactor FPS display logic in Game class; optimize torch position retrieval
syedm2026-03-28 16:12:16 +00:00
01029bb6a2
Implement chest spawning logic and room check in ObjectHandler; add room detection to MazeData
syedm2026-03-28 12:37:09 +00:00
ba828d682c
Add new chest assets
syedm2026-03-28 12:22:58 +00:00
fa2c31ca50
Add comments to clarify fog drawing implementation and performance considerations
syedm2026-03-28 11:40:32 +00:00
bf93aecad1
Refactor event bus to use non-retrievable events; update collision handling and add new inventory initialization; add torch lighting in fog shader;
syedm2026-03-28 11:38:20 +00:00
15c457e7a6
Update inventory assets for improved visuals
syedm2026-03-26 14:49:20 +00:00