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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3 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 |
Zed A. Shaw
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4027b70867
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More assets.
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4 weeks ago |
Zed A. Shaw
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583ad6d9c5
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Create a bunch of textures for sprites in the game.
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4 weeks ago |
Zed A. Shaw
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ebaf4fc0ee
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Fix map, it was moved over but scaled for the whole screen.
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4 weeks ago |
Zed A. Shaw
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21e087ded5
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Basic UI positioning and layout prior to designing the UI and setting a place for the combat system.
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4 weeks ago |
Zed A. Shaw
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90351ce0fe
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The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
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4 weeks ago |
Zed A. Shaw
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6da830595c
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Clean up the GUI some by moving the map_view out into its own file.
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4 weeks ago |
Zed A. Shaw
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421cca308b
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Fixed player showing up as an enemy and did better map centering.
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4 weeks ago |
Zed A. Shaw
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e2bd61a1e4
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Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there.
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4 weeks ago |
Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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4 weeks ago |
Zed A. Shaw
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6bca6d021e
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Sprite is now a component we can place on anything to render it.
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4 weeks ago |
Zed A. Shaw
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9c37960283
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Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly.
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4 weeks ago |
Zed A. Shaw
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2de4b43914
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Remove this formula comment. #NOTE
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4 weeks ago |
Zed A. Shaw
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51972b0c35
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Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
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4 weeks ago |
Zed A. Shaw
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0cbe20af35
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Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
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4 weeks ago |