Zed A. Shaw
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daae239831
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Created a simple pickup sound that sounds like you put something in your bag.
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2 weeks ago |
Zed A. Shaw
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806f8e4e1a
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Make enemies always twitch forward a bit, even if they have animation frames.
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2 weeks ago |
Zed A. Shaw
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389690e5c3
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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.
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2 weeks ago |
Zed A. Shaw
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2261e6f418
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Remove that terrible walking sound.
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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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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2 weeks ago |
Zed A. Shaw
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83df9ff03b
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Super awesome twitchy animation for axe guy.
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2 weeks ago |
Zed A. Shaw
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80a0f2ba75
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Basic simple animations where the enemies just move forward.
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2 weeks ago |
Zed A. Shaw
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947ccbe180
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A simple config loader test.
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2 weeks ago |
Zed A. Shaw
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b8bb49df2c
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A basic components test that just loads all the config files and their components into a world.
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2 weeks ago |
Zed A. Shaw
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d0a6a92bc8
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More testing improvements.
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2 weeks ago |
Zed A. Shaw
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84fff71344
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Remove some dead functions.
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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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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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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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2 weeks ago |
Zed A. Shaw
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59d10a4506
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Get rid of the sprite on buttons until I have a better idea about the overall design.
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2 weeks ago |
Zed A. Shaw
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baa4d8ee2b
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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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2 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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2 weeks ago |
Zed A. Shaw
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0199248354
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New axe wielding ranger for you to kill.
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3 weeks ago |
Zed A. Shaw
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f2b7871d12
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Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff.
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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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6447f86954
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Status UI now fakes a kind of 'hot bar' inventory display.
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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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9c66e870d2
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Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same.
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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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615599084a
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Bring in a spider enemy.
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3 weeks ago |
Zed A. Shaw
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deb235dbc5
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This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage.
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3 weeks ago |
Zed A. Shaw
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2a4ada81bb
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Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version.
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3 weeks ago |
Zed A. Shaw
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8d9c2d8c05
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Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed.
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3 weeks ago |
Zed A. Shaw
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7c1f05c801
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Combat UI is alright but need to now make a few common widgets.
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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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232c994347
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HP bar is working, and next just need to make the combat gui actually work.
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3 weeks ago |
Zed A. Shaw
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3ec2bf4784
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Can now do UI rendering based on the name and also have gaps in the grid reliably.
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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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f884b83809
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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.
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3 weeks ago |