Commit Graph

29 Commits (master)

Author SHA1 Message Date
Zed A. Shaw 5c815cf755 Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 5 days ago
Zed A. Shaw 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 1 week ago
Zed A. Shaw 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
Zed A. Shaw 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2 weeks ago
Zed A. Shaw 389690e5c3 Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 2 weeks ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2 weeks ago
Zed A. Shaw 59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. 3 weeks ago
Zed A. Shaw bfe0d797c8 Status UI now has a log and some buttons. 3 weeks ago
Zed A. Shaw 3a6ba8445a Added a Background guecs component. 3 weeks ago
Zed A. Shaw 69a810b5a1 Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. 3 weeks ago
Zed A. Shaw 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. 3 weeks ago
Zed A. Shaw 49a71e257e GUI for combat now works better and I can create sprites for things if I want. 3 weeks ago
Zed A. Shaw 46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 3 weeks ago
Zed A. Shaw 8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. 3 weeks ago
Zed A. Shaw 7c1f05c801 Combat UI is alright but need to now make a few common widgets. 3 weeks ago
Zed A. Shaw 232c994347 HP bar is working, and next just need to make the combat gui actually work. 3 weeks ago
Zed A. Shaw 3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. 3 weeks ago
Zed A. Shaw f884b83809 SFML's use of fonts is bizarre. It gives you a bounding box for the font, but then just ignores it and positions the text using the baseline, which is then outside of the bounding box. This is a quick fix but still looks wrong. 3 weeks ago
Zed A. Shaw 6b9c67beec Add some debug boxes around the fonts to figure out why they aren't vertically centered. 3 weeks ago
Zed A. Shaw a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. 3 weeks ago
Zed A. Shaw e106ad4be7 Can click on buttons and make them change color. 3 weeks ago
Zed A. Shaw 7f9e200abe LEL can now do hit detection on squares. 3 weeks ago
Zed A. Shaw aa149b6574 Can now use lel::center to center something inside a cell. 3 weeks ago
Zed A. Shaw c03a384372 You can now prefix a size with % and it will do percentage for the size, even over 100. 3 weeks ago
Zed A. Shaw 60ed686eb0 Already better than CSS because I can center stuff. 3 weeks ago
Zed A. Shaw cebf61a794 LEL is able to position right/left/top/bottom and expand out too. 3 weeks ago
Zed A. Shaw 872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. 3 weeks ago
Zed A. Shaw 1c8f542c21 Nuke taught me the other way to make class enums not suck so I guess no FU? 3 weeks ago
Zed A. Shaw 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 3 weeks ago