Commit Graph

16 Commits (54fbf22b6dfd4491fec3f723c23c70126ae8a35e)

Author SHA1 Message Date
Zed A. Shaw 54fbf22b6d 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. 2 weeks ago
Zed A. Shaw e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2 weeks ago
Zed A. Shaw 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
Zed A. Shaw 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2 weeks ago
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 weeks ago
Zed A. Shaw b7f49aa719 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. 2 weeks ago
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2 weeks ago
Zed A. Shaw 6e56de08c5 Quick little fix to add a blank sound for placeholders. 2 weeks ago
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 2 weeks ago
Zed A. Shaw 4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2 weeks ago
Zed A. Shaw b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2 weeks ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2 weeks ago
Zed A. Shaw 6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. 2 weeks ago
Zed A. Shaw dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 2 weeks ago
Zed A. Shaw 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2 weeks ago
Zed A. Shaw a7a60ad35c Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb. 2 weeks ago
Zed A. Shaw 4a1a8a7d65 Mostly working overlay to show when in combat or not. 3 weeks ago
Zed A. Shaw 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 3 weeks ago
Zed A. Shaw d8e1fc7aa3 I have the overlay display the low health blood using the gui system. 3 weeks ago
Zed A. Shaw 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 3 weeks ago
Zed A. Shaw 3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 3 weeks 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 weeks ago
Zed A. Shaw f10498425e Make the FPS/debug output render in a better place and not so in your face. 3 weeks ago
Zed A. Shaw bfe0d797c8 Status UI now has a log and some buttons. 3 weeks ago
Zed A. Shaw 3a6ba8445a Added a Background guecs component. 3 weeks 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 weeks ago
Zed A. Shaw 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. 3 weeks ago
Zed A. Shaw 49a71e257e GUI for combat now works better and I can create sprites for things if I want. 3 weeks ago
Zed A. Shaw 46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 3 weeks ago
Zed A. Shaw cfe56bbf99 Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. 3 weeks ago
Zed A. Shaw 79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. 3 weeks ago
Zed A. Shaw a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. 3 weeks ago
Zed A. Shaw e106ad4be7 Can click on buttons and make them change color. 3 weeks ago
Zed A. Shaw 872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. 3 weeks ago
Zed A. Shaw f8dd5d816f Basic combat system prototype works, but needs more GUI love to really work in the game. 3 weeks ago
Zed A. Shaw 8a6b38c1a4 Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out. 4 weeks ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 4 weeks ago
Zed A. Shaw 1c8f542c21 Nuke taught me the other way to make class enums not suck so I guess no FU? 4 weeks ago
Zed A. Shaw 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 4 weeks ago
Zed A. Shaw 7eec67ffc8 Got some buttons down now to make them do stuff. 4 weeks ago
Zed A. Shaw be4d0d51de Two main GUI elements are placed for the left side status and the bottom combat UIs. 4 weeks ago
Zed A. Shaw 1790eec697 Went with just making the left gui frame monochrome to sort out its value structure compared to the scene. 4 weeks ago
Zed A. Shaw 9fe7cac79b 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. 4 weeks ago
Zed A. Shaw d38e2cb0f2 All of the assets I need right now are done. 4 weeks ago
Zed A. Shaw 21e087ded5 Basic UI positioning and layout prior to designing the UI and setting a place for the combat system. 4 weeks ago
Zed A. Shaw 90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 4 weeks ago
Zed A. Shaw 6da830595c Clean up the GUI some by moving the map_view out into its own file. 4 weeks ago
Zed A. Shaw 421cca308b Fixed player showing up as an enemy and did better map centering. 4 weeks ago
Zed A. Shaw e2bd61a1e4 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. 4 weeks ago
Zed A. Shaw abd843d5ec Very basic attack system. 4 weeks ago