Zed A. Shaw
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ca18422930
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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6 days ago |
Zed A. Shaw
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a3f6ba3c03
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Refactored the bossfight_ui so it will work with any description of a boss fight.
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1 week ago |
Zed A. Shaw
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43835da88f
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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1 week ago |
Zed A. Shaw
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25d782df6d
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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1 week ago |
Zed A. Shaw
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a8ae6df13b
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Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds.
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1 week ago |
Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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1 week ago |
Zed A. Shaw
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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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1 week ago |
Zed A. Shaw
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a72d2879fd
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Don't need the debugging.
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1 week ago |
Zed A. Shaw
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87e1c25cd5
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Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.
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2 weeks ago |
Zed A. Shaw
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d4355a608d
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Now have an autowalker class that allows me to drive the game from an external source.
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2 weeks ago |
Zed A. Shaw
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1aba26831b
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Also allow mouse clicks to stop autowalk.
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2 weeks ago |
Zed A. Shaw
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d03abba8e4
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Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing.
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2 weeks ago |
Zed A. Shaw
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14a96d0b63
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Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it.
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2 weeks ago |
Zed A. Shaw
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14c7f660de
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Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
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2 weeks ago |
Zed A. Shaw
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54fbf22b6d
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We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
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2 weeks ago |
Zed A. Shaw
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e9accf14e6
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Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
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2 weeks ago |
Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2 weeks ago |
Zed A. Shaw
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1886c99920
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A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
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2 weeks ago |
Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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2 weeks ago |
Zed A. Shaw
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b7f49aa719
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Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them.
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2 weeks ago |
Zed A. Shaw
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fa6311f10c
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Add an ability to mark the main UI dirty so that it forces a render at specific times.
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2 weeks ago |
Zed A. Shaw
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6e56de08c5
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Quick little fix to add a blank sound for placeholders.
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2 weeks ago |
Zed A. Shaw
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3720340ab7
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Have a really bad walking sound.
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2 weeks ago |
Zed A. Shaw
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4b333c6684
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Fix the mouse so that it's discrete and one click means on action.
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2 weeks ago |
Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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2 weeks ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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2 weeks ago |
Zed A. Shaw
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6c1d851e85
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A bit more cleaning up of the gui and fsm, probaby done.
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2 weeks ago |
Zed A. Shaw
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dd4f77a106
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More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay.
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2 weeks ago |
Zed A. Shaw
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23ed1594f2
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More refactoring of the FSM to MainUI. Move the overlay out and some more.
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2 weeks ago |
Zed A. Shaw
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a7a60ad35c
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Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb.
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2 weeks ago |
Zed A. Shaw
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4a1a8a7d65
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Mostly working overlay to show when in combat or not.
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2 weeks ago |
Zed A. Shaw
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30a7e1b2cc
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Now overlay UI can show some text pretty easily and is showing the debug stats.
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2 weeks ago |
Zed A. Shaw
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d8e1fc7aa3
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I have the overlay display the low health blood using the gui system.
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2 weeks ago |
Zed A. Shaw
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70a9420c11
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Started the overlay UI but need to make it possible to add/remove components to it.
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3 weeks ago |
Zed A. Shaw
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3b9525cca4
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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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3 weeks ago |
Zed A. Shaw
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e04c03b381
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Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting.
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3 weeks ago |
Zed A. Shaw
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f10498425e
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Make the FPS/debug output render in a better place and not so in your face.
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3 weeks ago |
Zed A. Shaw
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bfe0d797c8
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Status UI now has a log and some buttons.
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3 weeks ago |
Zed A. Shaw
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3a6ba8445a
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Added a Background guecs component.
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3 weeks ago |
Zed A. Shaw
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69a810b5a1
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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.
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3 weeks ago |
Zed A. Shaw
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722d55d948
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Refactored the GUECS system to have its own namespace then got Meter to work.
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3 weeks ago |
Zed A. Shaw
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49a71e257e
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GUI for combat now works better and I can create sprites for things if I want.
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3 weeks ago |
Zed A. Shaw
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46de98e6f4
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I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
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3 weeks ago |
Zed A. Shaw
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cfe56bbf99
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Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying.
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3 weeks ago |
Zed A. Shaw
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79c84ce885
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New design on LEL that's way more sane and allows for more flexible columns and rows.
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3 weeks ago |
Zed A. Shaw
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a7991a8f06
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Fixing more bugs related to percentages and then prototype a more complex UI.
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3 weeks ago |
Zed A. Shaw
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e106ad4be7
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Can click on buttons and make them change color.
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3 weeks ago |
Zed A. Shaw
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872cedc8e1
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LEL is working at a basic grid level, able to render boxes where I want.
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3 weeks ago |
Zed A. Shaw
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f8dd5d816f
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Basic combat system prototype works, but needs more GUI love to really work in the game.
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3 weeks ago |
Zed A. Shaw
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8a6b38c1a4
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Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
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3 weeks ago |