Zed A. Shaw
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029a0f86ae
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Drag now show the icon while you're dragging, so now need to work out all of the edge cases for each action.
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2 days ago |
Zed A. Shaw
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d99d9a68c8
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Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though.
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5 days ago |
Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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5 days ago |
Zed A. Shaw
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9468990f76
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DNDLoot works now, just had to fix a problem with the constructor.
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6 days ago |
Zed A. Shaw
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82ee8f68f7
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Created a separate FSM for the DND functionality that compiles but need to wire it in to work.
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6 days ago |
Zed A. Shaw
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1ab708c4eb
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Clean up more of the FSM so that it's almost nothing.Now I'll try to make a stand-alone 'dnd' state machine to handle drag and drop functionality.
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6 days ago |
Zed A. Shaw
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af933c827a
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Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground.
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7 days ago |
Zed A. Shaw
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2aa4f0a2e8
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Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
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7 days ago |
Zed A. Shaw
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2458f01ebd
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Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff.
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1 week ago |
Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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1 week ago |
Zed A. Shaw
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38159a5f84
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Fix the window coordinates so that you can resize.
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1 week ago |
Zed A. Shaw
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d6c5a89251
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Fix the last few loot bugs before actually implementing the data model for inventory and loot.
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1 week ago |
Zed A. Shaw
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4a48910273
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There's a UISystem now for to compliment the entities and components in GUECS. I now use that to do the drag/drop transfers instead of raw code right in the FSM.
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1 week ago |
Zed A. Shaw
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e01e697535
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Move now works better, and the API is a lot cleaner. Now just need to make it not crash.
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1 week ago |
Zed A. Shaw
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be7b86a913
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Mostly refactored out the common things for drag/drop so now just to refine how it's used and bring back moving the sprite around.
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1 week ago |
Zed A. Shaw
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570b70ab0c
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More of the drag/drop is handled by the GrabSource/DropTarget components.
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1 week ago |
Zed A. Shaw
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7a551cf83a
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Remove commit_drop from status and loot UI since DropTarget already does that.
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1 week ago |
Zed A. Shaw
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343f3a246f
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Cleaned up and unified the source before the big refactor.
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1 week ago |
Zed A. Shaw
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0d6a71b06f
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Fixed a couple little bugs in the state so now can refactor out the dnd code.
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1 week ago |
Zed A. Shaw
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2a6b892e7f
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Can now round-trip a torch from loot to inventory and back.
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1 week ago |
Zed A. Shaw
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4b0d76bbcc
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Even better API, but still not the best organization. This will let me implement both sides, then I can pull it out and try to generalize it into a few guecs components.
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1 week ago |
Zed A. Shaw
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3e0adf0c22
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Better meaning API on both sides for the drag-n-drop operations, but I _swear_ there's a way to do this in the GrabSource/DropTarget instead.
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1 week ago |
Zed A. Shaw
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47c219b86e
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Disable inventory select for now until I can get drag-n-drop formalized better.
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1 week ago |
Zed A. Shaw
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461ad03d27
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Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.
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2 weeks ago |
Zed A. Shaw
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842aac3127
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Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI.
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2 weeks ago |
Zed A. Shaw
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94385b195d
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Mostly worked out how to do looting but now need how to take out of inventory and put into loot.
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2 weeks ago |
Zed A. Shaw
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c509162be1
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The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it.
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2 weeks ago |
Zed A. Shaw
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5aa54d875f
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Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop.
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2 weeks ago |
Zed A. Shaw
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0674908e49
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Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM.
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2 weeks ago |
Zed A. Shaw
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5c47a0151c
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Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
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2 weeks ago |
Zed A. Shaw
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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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2 weeks ago |
Zed A. Shaw
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b8d2d1870d
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Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
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3 weeks ago |
Zed A. Shaw
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3dc70c3af6
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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3 weeks ago |
Zed A. Shaw
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90c37fe4c9
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Fixing up how rotation works with combat and then making the lighting better.
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4 weeks ago |
Zed A. Shaw
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4eaf3c35d6
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Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
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4 weeks ago |
Zed A. Shaw
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5f1a453fb4
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Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
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4 weeks ago |
Zed A. Shaw
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a0b785cb2a
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Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
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1 month ago |
Zed A. Shaw
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d6e64dd06b
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The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate.
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1 month ago |
Zed A. Shaw
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bed5ce22d2
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Move gui_fsm to fsm but this causes some problems.
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1 month ago |
Zed A. Shaw
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dfc6aa08e9
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Loot UI is now mostly formed, just need to get loot into it and make it work.
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1 month ago |
Zed A. Shaw
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8545b8cf1d
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Simple Loot UI started.
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1 month ago |
Zed A. Shaw
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abea6da2e0
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More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs.
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2 months ago |
Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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2 months ago |
Zed A. Shaw
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c8a8d2b1af
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You can now craft a single ritual from the blanket.
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2 months ago |
Zed A. Shaw
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292711f91f
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Prep for the actually making ritual crafting work.
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2 months ago |
Zed A. Shaw
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ad1d08ca96
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There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
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2 months ago |
Zed A. Shaw
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5aa9bcb655
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Remove stray log.
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2 months ago |
Zed A. Shaw
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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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2 months ago |
Zed A. Shaw
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bf8a2dc0c5
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Simple quick way to do different attacks that play different shaders.
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2 months ago |
Zed A. Shaw
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7186c2ecb0
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I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
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2 months ago |