Zed A. Shaw
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2c011079a8
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I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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11 hours ago |
Zed A. Shaw
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cfefffe1cc
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I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
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13 hours ago |
Zed A. Shaw
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40611d4d54
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Crop the map sprite so it's not bigger than necessary.
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14 hours ago |
Zed A. Shaw
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04b3cf3f16
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Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
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24 hours ago |
Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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1 day ago |
Zed A. Shaw
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dbc2000434
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Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.
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2 days ago |
Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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2 days ago |
Zed A. Shaw
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f64b202ee7
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Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
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2 days ago |
Zed A. Shaw
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601f3331ed
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As an experiment, disable copy and move of the StatusUI.
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3 days ago |
Zed A. Shaw
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cd89625c96
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Just need one function for the 'hold_item' action.
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3 days ago |
Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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3 days ago |
Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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3 days ago |
Zed A. Shaw
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1baf90a776
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Easy fix, just set aiming_at in the camera position. Closes #57.
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4 days ago |
Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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4 days ago |
Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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6 days ago |
Zed A. Shaw
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87e69bebde
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There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54.
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6 days ago |
Zed A. Shaw
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970905fcd5
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Make the player's inventory just a regular entity attached to the player.entity.
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7 days ago |
Zed A. Shaw
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2421a33bb0
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Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model.
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7 days ago |
Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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7 days ago |
Zed A. Shaw
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8c8d6dc9e7
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Clean things up before solving the move problem.
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1 week ago |
Zed A. Shaw
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6576164fad
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Give a healing potion too for testing.
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1 week ago |
Zed A. Shaw
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b6d1ae2700
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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1 week ago |
Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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1 week ago |
Zed A. Shaw
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8bbafc4d10
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Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50.
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1 week ago |
Zed A. Shaw
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0d79ce35b3
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Every sprite's dimensions are now taken from their config rather than a global. Closes #42.
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1 week ago |
Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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1 week ago |
Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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1 week ago |
Zed A. Shaw
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cad51f4908
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Use RGBA for the uint32_t color pixels. Closes #49.
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1 week ago |
Zed A. Shaw
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ab1a415b55
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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1 week ago |
Zed A. Shaw
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75c28cd764
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Fixed a few places. Closes #11
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2 weeks ago |
Zed A. Shaw
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b603ef5a3f
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Forgot to update the level in the RitualUI so nothing actually worked. Closes #41.
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2 weeks ago |
Zed A. Shaw
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6a0725e401
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Simply re-init the overlay on new level. Closes #14.
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2 weeks ago |
Zed A. Shaw
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02c42eb042
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System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing. Closes #46.
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2 weeks ago |
Zed A. Shaw
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6437bd3b54
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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2 weeks ago |
Zed A. Shaw
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7602fb0b31
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Not using Weapon anymore.
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2 weeks ago |
Zed A. Shaw
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57d69015c2
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Renamed to random_walk since that's what it called. Closes #26.
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2 weeks ago |
Zed A. Shaw
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769530b45c
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Now standardized on GameConfig everywhere I can. Closes #28.
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2 weeks ago |
Zed A. Shaw
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b0204772c7
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Need to not transition out of END if the slot clicked is empty. Closes #45
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2 weeks ago |
Zed A. Shaw
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19682fd0bc
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Add the frame width/height to SpriteTexture. Closes #13
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2 weeks ago |
Zed A. Shaw
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ea92dcc3c4
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2 weeks ago |
Zed A. Shaw
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fcd1bc589c
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Make a function to access overlay cells Closes #35.
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2 weeks ago |
Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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2 weeks ago |
Zed A. Shaw
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689bb150c6
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I think that's all the edge cases handled. You can more loot around fairly arbitrarily.
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2 weeks ago |
Zed A. Shaw
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6ff1919587
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Cleaned up the move operation more so that I can use it in the other places that I need it.
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2 weeks ago |
Zed A. Shaw
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f559b5a39d
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Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG.
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2 weeks ago |
Zed A. Shaw
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6a72d1160f
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When things die you get their things.
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2 weeks ago |
Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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2 weeks ago |
Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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2 weeks ago |
Zed A. Shaw
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e0588847fa
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Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
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2 weeks ago |
Zed A. Shaw
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2c6565c40a
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Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container.
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3 weeks ago |