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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3 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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4 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 |
Zed A. Shaw
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55feff23fb
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Make the README better so people can try to build it.
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3 weeks ago |
Zed A. Shaw
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6b9c67beec
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Add some debug boxes around the fonts to figure out why they aren't vertically centered.
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3 weeks ago |
Zed A. Shaw
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45ad16c010
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A bit more refinement.
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3 weeks ago |
Zed A. Shaw
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a7991a8f06
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Fixing more bugs related to percentages and then prototype a more complex UI.
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3 weeks ago |
Zed A. Shaw
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e106ad4be7
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Can click on buttons and make them change color.
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3 weeks ago |
Zed A. Shaw
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7f9e200abe
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LEL can now do hit detection on squares.
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3 weeks ago |
Zed A. Shaw
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aa149b6574
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Can now use lel::center to center something inside a cell.
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3 weeks ago |
Zed A. Shaw
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c03a384372
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You can now prefix a size with % and it will do percentage for the size, even over 100.
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3 weeks ago |
Zed A. Shaw
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d558da1620
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Just move all the one-liner functions straight into the parser.
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3 weeks ago |
Zed A. Shaw
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60ed686eb0
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Already better than CSS because I can center stuff.
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3 weeks ago |
Zed A. Shaw
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1620a5420f
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Use a lel:: namespace.
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3 weeks ago |
Zed A. Shaw
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cebf61a794
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LEL is able to position right/left/top/bottom and expand out too.
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3 weeks ago |
Zed A. Shaw
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872cedc8e1
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LEL is working at a basic grid level, able to render boxes where I want.
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3 weeks ago |
Zed A. Shaw
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846b7aaf16
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Initial cut of the lel parser mostly working but none of the basic alignment properties work.
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3 weeks ago |
Zed A. Shaw
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e7e0df6b70
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New rat enemy.
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3 weeks ago |
Zed A. Shaw
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02a385e707
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Make the DinkyECS test fully isolated.
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3 weeks ago |
Zed A. Shaw
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f8dd5d816f
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Basic combat system prototype works, but needs more GUI love to really work in the game.
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3 weeks ago |
Zed A. Shaw
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bfd2718cc9
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Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
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3 weeks ago |
Zed A. Shaw
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8a6b38c1a4
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Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
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4 weeks ago |
Zed A. Shaw
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d2700d2928
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You now have blood on your screen when below half health.
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4 weeks ago |
Zed A. Shaw
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1c8f542c21
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Nuke taught me the other way to make class enums not suck so I guess no FU?
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4 weeks ago |
Zed A. Shaw
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9b3b81683a
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Separate out the major UIs to get ready for their development, and enable debug button.
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4 weeks ago |
Zed A. Shaw
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7eec67ffc8
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Got some buttons down now to make them do stuff.
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4 weeks ago |
Zed A. Shaw
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be4d0d51de
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Two main GUI elements are placed for the left side status and the bottom combat UIs.
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4 weeks ago |
Zed A. Shaw
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1790eec697
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Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
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4 weeks ago |
Zed A. Shaw
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9fe7cac79b
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Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more.
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4 weeks ago |
Zed A. Shaw
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d38e2cb0f2
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All of the assets I need right now are done.
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4 weeks ago |