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raycaster
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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