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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4 days 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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4 days ago |
Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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6 days ago |
Zed A. Shaw
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119b3ed11d
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Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now.
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1 week 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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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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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2 weeks 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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3 weeks 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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3 weeks 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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3 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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3 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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3 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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3 weeks ago |
Zed A. Shaw
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ab391aaa97
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Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
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4 weeks ago |
Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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1 month ago |
Zed A. Shaw
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0eb245d113
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Working on a better character view.
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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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74a8599977
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Fully converted to using the lel-guecs library externally now.
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1 month ago |
Zed A. Shaw
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7c90eb6da1
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GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there.
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2 months ago |
Zed A. Shaw
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1780a758b3
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Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs.
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2 months ago |
Zed A. Shaw
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8a1f42c0f1
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RitualUI is now ritual::UI and uses a FSM to coordinate its activities.
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2 months ago |
Zed A. Shaw
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57e042e786
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Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
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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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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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3 months ago |
Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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3 months ago |
Zed A. Shaw
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6c9016eb0f
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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.
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3 months ago |
Zed A. Shaw
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65c9e4b0c6
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Initially implemented 'ritual blanket' UI for the crafting of rituals in combat.
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3 months ago |
Zed A. Shaw
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263b7741f6
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The ritual UI is now in its own thing, but not hooked up yet.
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3 months ago |
Zed A. Shaw
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f1cc9f86c1
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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3 months ago |
Zed A. Shaw
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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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4 months ago |
Zed A. Shaw
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54fbf22b6d
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We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
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4 months ago |
Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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4 months ago |
Zed A. Shaw
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dfd59065f7
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Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.
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4 months ago |
Zed A. Shaw
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0878a9e978
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Refactored inventory some so that the UI is not so knowing of the internals.
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4 months ago |
Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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4 months ago |
Zed A. Shaw
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b7f49aa719
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Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them.
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4 months ago |
Zed A. Shaw
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389690e5c3
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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.
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4 months ago |
Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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4 months ago |
Zed A. Shaw
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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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4 months ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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4 months 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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4 months 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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4 months 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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4 months ago |
Zed A. Shaw
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3a6ba8445a
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Added a Background guecs component.
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4 months ago |