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 |
Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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2 months ago |
Zed A. Shaw
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b5d93399d5
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Converted the buttons to reflect the actions you can take.
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2 months ago |
Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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2 months ago |
Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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2 months ago |
Zed A. Shaw
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07ce8a4148
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New debug_ui that shows perf data, other debug info, and allows spawning enemies.
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2 months ago |