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raycaster
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33 Commits (2ceab51c4063e0d8dfa5200dfdeb80f454f7737f)
Author
SHA1
Message
Date
Zed A. Shaw
2ceab51c40
A really shitty ritual crafting UI is working but needs a big reshape.
1 week ago
Zed A. Shaw
14619558fa
Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.
1 week ago
Zed A. Shaw
bc31750d9c
Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler.
2 weeks ago
Zed A. Shaw
bf8a2dc0c5
Simple quick way to do different attacks that play different shaders.
2 weeks ago
Zed A. Shaw
bec8fe0a13
Note from ORBLISH on idea for hover sounds.
3 weeks ago
Zed A. Shaw
57e042e786
Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
3 weeks ago
Zed A. Shaw
2ecef8d9f9
Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
3 weeks ago
Zed A. Shaw
7186c2ecb0
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.
3 weeks ago
Zed A. Shaw
84a5f06dac
Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset.
3 weeks ago
Zed A. Shaw
19b9a4affd
The reload mechanism for shaders is a bit better, but still to make them unique.
3 weeks ago
Zed A. Shaw
35ced58cc9
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.
3 weeks ago
Zed A. Shaw
a5b8e411e3
I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables.
3 weeks ago
Zed A. Shaw
5a3b567fd1
Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS.
4 weeks ago
Zed A. Shaw
1f90367f51
Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
1 month ago
Zed A. Shaw
b832bbd78a
Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
1 month ago
Zed A. Shaw
4f090159ab
Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
1 month ago
Zed A. Shaw
72951f308f
Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
1 month ago
Zed A. Shaw
322797f787
Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
2 months ago
Zed A. Shaw
6c9016eb0f
After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
2 months ago
Zed A. Shaw
a53f81715d
Have a basic map prototype gui working.
2 months ago
Zed A. Shaw
a0c0308461
More boss fight UI done and a bit of ambient sound working.
2 months ago
Zed A. Shaw
e9accf14e6
Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
2 months ago
Zed A. Shaw
e0e7a1027c
Inventory system basically works now but is in a alpha hack stage. Time to refactor.
2 months ago
Zed A. Shaw
389690e5c3
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.
2 months ago
Zed A. Shaw
f3e1413022
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
3 months ago
Zed A. Shaw
d8e1fc7aa3
I have the overlay display the low health blood using the gui system.
3 months ago
Zed A. Shaw
70a9420c11
Started the overlay UI but need to make it possible to add/remove components to it.
3 months ago
Zed A. Shaw
f2b7871d12
Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff.
3 months ago
Zed A. Shaw
e04c03b381
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.
3 months ago
Zed A. Shaw
bfe0d797c8
Status UI now has a log and some buttons.
3 months ago
Zed A. Shaw
3a6ba8445a
Added a Background guecs component.
3 months ago
Zed A. Shaw
69a810b5a1
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.
3 months ago
Zed A. Shaw
722d55d948
Refactored the GUECS system to have its own namespace then got Meter to work.
3 months ago