161 Commits

Author SHA1 Message Date
c5b6dc0501 Soft fail, when checking for collisions outside map bounds 2024-02-12 09:33:12 +01:00
e654c47446 Properly clamp spatial index calculation 2024-02-10 11:16:26 +01:00
504b5b5f9b Clamp spatial index to grid size 2024-02-10 11:06:41 +01:00
0e6e1d5a2d Return size 0 for NULL array, correct for min/max in spatial grid 2024-02-10 10:51:38 +01:00
409d9027ef Working HTML5 version 2024-01-29 00:10:31 +01:00
410c3d217e Add continue button 2024-01-28 21:40:45 +01:00
0423a962df Consume pop capacity + evade AI boiler plate 2024-01-23 21:43:58 +01:00
547a1ca583 Add gold ore, fix bug with collision layer 2024-01-23 17:24:43 +01:00
ac7525c42a Add transperency when units are behind 2024-01-15 13:16:24 +01:00
15b3a2351a Zero initialize BzUI 2024-01-15 12:43:25 +01:00
568b647d91 Remove thickness from UI background style 2024-01-15 11:18:31 +01:00
6a54ba90c1 Add debug mode flag to UI 2024-01-15 10:21:27 +01:00
e35cee7e7a Add better ui_test example 2024-01-13 10:16:48 +01:00
8692d89479 Add 8 layers to collisions 2024-01-13 08:09:34 +01:00
4dd9b366e7 Properly clear state 2024-01-12 21:19:57 +01:00
25a3229bb2 Polish up behaviour tree, add docs 2024-01-11 09:33:51 +01:00
36d8bac7c4 Simlify and improve BT visualization 2024-01-11 08:34:53 +01:00
8043d56af9 Add cleanup for compsites in BT + refactor 2024-01-11 07:48:49 +01:00
2f2974fb77 Refactor behaviour_tree (more consistent naming), fix BT visualization 2024-01-11 07:35:58 +01:00
086ee5b348 Rename BzBTExecStatus to BzBTExecReturn 2024-01-11 06:24:46 +01:00
eb14bc8b2a Refactor behaviour tree composites 2024-01-10 21:34:08 +01:00
93b665b290 Refactor behaviour tree decorators 2024-01-10 21:17:39 +01:00
e261cda6be Fix UI input interaction 2024-01-10 19:16:13 +01:00
b0db2a52ec Fix raycast intersection calculation 2024-01-10 17:30:03 +01:00
ad84dfeed2 Rename BT node types 2024-01-10 14:55:01 +01:00
3ba5c8932b Fix and integrate BT 2024-01-10 14:42:21 +01:00
3b77d5cdcf Add/Get name for nodes in behaviour tree 2024-01-10 07:45:26 +01:00
113ac72181 Remove AI prefix from behaviour_tree 2024-01-10 07:36:05 +01:00
c4c2b7610d Very basic fsm 2024-01-10 07:28:30 +01:00
adcee0a94d Print nodes with single child on the same line 2024-01-09 22:18:17 +01:00
47f2ccd87d Reduce padding 2024-01-09 22:05:07 +01:00
a6b79fb14c Rudimentary behaviour tree visualization 2024-01-09 22:01:16 +01:00
e4cc00d3a7 Behaviour tree composites 2024-01-09 20:53:21 +01:00
d7feba04db Behaviour tree decorator implementation 2024-01-09 17:10:00 +01:00
88cbfe4a37 Properly handle map collisions when placing/destroying buildings 2024-01-08 15:27:58 +01:00
c08fca9670 Buildings as entities instead of map layer 2024-01-08 14:41:26 +01:00
03dc3774e7 Rework input system 2024-01-07 15:20:39 +01:00
5f4bb3316c Add capture IO flags to UI, for better input handling 2024-01-07 14:18:53 +01:00
9c745d2857 Partial entity inspector 2024-01-07 13:49:13 +01:00
5dbc5ba15e Add lambda emulation 2024-01-07 09:57:37 +01:00
16de6b0cc8 Add bzEasePrettyName function 2024-01-07 09:41:56 +01:00
c3001ea4bc Fix memory leak in object pool 2023-12-29 19:14:22 +01:00
e852fcc791 Fix bug with pruning stale nodes 2023-12-29 19:11:56 +01:00
aa3bfbf823 Add static keyword to ease inout sine function 2023-12-29 13:43:01 +01:00
4c39e621fe Add easing functions 2023-12-29 13:30:37 +01:00
7ec5e2122e Use built-in qsort instead of flecs (better perf) 2023-12-29 10:02:13 +01:00
5aba8d18c6 Respect const qualifier 2023-12-29 09:43:46 +01:00
0d09ffd67d Adding UI node style updates coresponding flag 2023-12-28 09:46:21 +01:00
80fb29601f Remove debug render 2023-12-28 09:41:50 +01:00
3019e0ee3b Add sprite drawing for UI 2023-12-28 09:36:06 +01:00