Commit Graph

447 Commits (3e0adf0c22d96b432829276045c9bc7bcefa532d)
 

Author SHA1 Message Date
Zed A. Shaw 3e0adf0c22 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. 2 weeks ago
Zed A. Shaw 47c219b86e Disable inventory select for now until I can get drag-n-drop formalized better. 2 weeks ago
Zed A. Shaw e1c2869d1c Sometimes we click too fast in the router to just handle it in IDLE. 2 weeks ago
Zed A. Shaw 461ad03d27 Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource. 2 weeks ago
Zed A. Shaw 842aac3127 Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI. 2 weeks ago
Zed A. Shaw 94385b195d Mostly worked out how to do looting but now need how to take out of inventory and put into loot. 2 weeks ago
Zed A. Shaw c509162be1 The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it. 2 weeks ago
Zed A. Shaw 5aa54d875f 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. 2 weeks ago
Zed A. Shaw 0674908e49 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. 2 weeks ago
Zed A. Shaw 5c47a0151c 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. 2 weeks ago
Zed A. Shaw 4b34de2109 Initial loot UI works to load an item by its world entity ID. 2 weeks ago
Zed A. Shaw f208ca946e Made the components module work like textures and sound so that there's just one constant map of components. 2 weeks ago
Zed A. Shaw ab391aaa97 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. 3 weeks ago
Zed A. Shaw b8d2d1870d Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 3 weeks ago
Zed A. Shaw e8199a973c Fix up the healing potion so it looks more like a healing potion. 3 weeks ago
Zed A. Shaw d2a5dfa713 Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs. 3 weeks ago
Zed A. Shaw e45de2a2cf The config now prints a way better error message if you give it a bad file to use. 3 weeks ago
Zed A. Shaw dc8648016d Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time. 3 weeks ago
Zed A. Shaw 3dc70c3af6 This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 3 weeks ago
Zed A. Shaw 74a1801069 More scripts for converting and pixelating images for the game. 3 weeks ago
Zed A. Shaw cdd58ee21a Another nice scritp from fred. 3 weeks ago
Zed A. Shaw 31df3fe7a3 Better light ceiling and floor tiles. 3 weeks ago
Zed A. Shaw dd463d7d6e Did a bunch of pixelation tests and I think this is the best setup so far. 3 weeks ago
Zed A. Shaw 931d9493d2 The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 3 weeks ago
Zed A. Shaw e015652f4c Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor. 4 weeks ago
Zed A. Shaw 8453e7c3b9 Map is back. 4 weeks ago
Zed A. Shaw af2947c50a Simple styling of the rooms done. 4 weeks ago
Zed A. Shaw 5cb74151f5 Remove more dead code from texturemgr. 4 weeks ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 4 weeks ago
Zed A. Shaw ea9f6bf383 Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. 4 weeks ago
Zed A. Shaw f45dbe8c48 Ready to refactor the tilemap so I can stylize different parts of the maps generated. 4 weeks ago
Zed A. Shaw 96a585220b Raycaster now leaves colors that are above a threshold to have a 'glow' effect. 4 weeks ago
Zed A. Shaw c0d668fb0b Played around with a circular map real quick. 4 weeks ago
Zed A. Shaw 9dcc2036aa Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. 4 weeks ago
Zed A. Shaw e361984c40 Fixed a long standing bug I didn't realize where I did -1 on the map in the raycaster which made the textures not actually work. 4 weeks ago
Zed A. Shaw 90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. 4 weeks ago
Zed A. Shaw 4eaf3c35d6 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. 4 weeks ago
Zed A. Shaw 5f1a453fb4 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. 4 weeks ago
Zed A. Shaw 20f03731e5 Cleaned up the maze placement so that I can have mazes without rooms and with other features. 1 month ago
Zed A. Shaw 37715f05a5 Cleaned up maze and ready to use. 1 month ago
Zed A. Shaw 33cd490ed3 Playing with maze gen again. 1 month ago
Zed A. Shaw c97648ab3a Remove useless log messages and bring back the tests. 1 month ago
Zed A. Shaw ac252bf09d Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy. 1 month ago
Zed A. Shaw a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. 1 month ago
Zed A. Shaw 0f8e61797f Now using a hunt-and-kill maze algorithm. 1 month ago
Zed A. Shaw 7a0b2f988d 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. 1 month ago
Zed A. Shaw 6cbfcf993e Meson build was using the wrong sfml_main on windows. 1 month ago
Zed A. Shaw 0eb245d113 Working on a better character view. 1 month ago
Zed A. Shaw d6e64dd06b The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate. 1 month ago
Zed A. Shaw a2246d2b71 Move the map_view and mini_map into gui as well. 1 month ago