Commit Graph

534 Commits (5db3d1a30672772c65db985e2002d86a0f06a4fb)
 

Author SHA1 Message Date
Zed A. Shaw 5db3d1a306 Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it. 14 hours ago
Zed A. Shaw 5e01eb29a9 There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. 15 hours ago
Zed A. Shaw b2a6262964 Now have background color for the sprites used in the maps. 2 days ago
Zed A. Shaw b16ca3fd65 I now have hacked in basic color for the wall tiles but not enemies and items. 2 days ago
Zed A. Shaw b2d0b0ee4c Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning. 2 days ago
Zed A. Shaw 2c011079a8 I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game. 3 days ago
Zed A. Shaw cfefffe1cc I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are. 3 days ago
Zed A. Shaw 40611d4d54 Crop the map sprite so it's not bigger than necessary. 3 days ago
Zed A. Shaw 04b3cf3f16 Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell. 3 days ago
Zed A. Shaw d6e2b64140 icongen now makes a sprite sheet for the map which should be easier to work with. 3 days ago
Zed A. Shaw dbc2000434 Started a map icon gen tool that will load the fonts and create tile sprites for everything I use. 4 days ago
Zed A. Shaw 056b0b307b Implemented a little screenshot tool. 4 days ago
Zed A. Shaw f64b202ee7 Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 4 days ago
Zed A. Shaw 601f3331ed As an experiment, disable copy and move of the StatusUI. 5 days ago
Zed A. Shaw cd89625c96 Just need one function for the 'hold_item' action. 5 days ago
Zed A. Shaw 265e53e05a Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1. 5 days ago
Zed A. Shaw af3568154a Just had to grab the sprite, duh. Closes #3. 5 days ago
Zed A. Shaw 1baf90a776 Easy fix, just set aiming_at in the camera position. Closes #57. 6 days ago
Zed A. Shaw a26f0b0c0a Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. 6 days ago
Zed A. Shaw 584c4e9f67 Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56. 1 week ago
Zed A. Shaw 87e69bebde There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54. 1 week ago
Zed A. Shaw 970905fcd5 Make the player's inventory just a regular entity attached to the player.entity. 1 week ago
Zed A. Shaw 2421a33bb0 Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model. 1 week ago
Zed A. Shaw 784f753e72 Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities. 1 week ago
Zed A. Shaw 8c8d6dc9e7 Clean things up before solving the move problem. 1 week ago
Zed A. Shaw 6576164fad Give a healing potion too for testing. 1 week ago
Zed A. Shaw b6d1ae2700 Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 1 week ago
Zed A. Shaw efdb0cb119 Just use get_if here instead. 1 week ago
Zed A. Shaw 8bbafc4d10 Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50. 2 weeks ago
Zed A. Shaw 0d79ce35b3 Every sprite's dimensions are now taken from their config rather than a global. Closes #42. 2 weeks ago
Zed A. Shaw a418b48e94 Don't re-run the whole next level thing on every spawned item. Closes #48 2 weeks ago
Zed A. Shaw b28b76ee2d Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. 2 weeks ago
Zed A. Shaw cad51f4908 Use RGBA for the uint32_t color pixels. Closes #49. 2 weeks ago
Zed A. Shaw ab1a415b55 Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. 2 weeks ago
Zed A. Shaw 75c28cd764 Fixed a few places. Closes #11 2 weeks ago
Zed A. Shaw b603ef5a3f Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 2 weeks ago
Zed A. Shaw 6a0725e401 Simply re-init the overlay on new level. Closes #14. 2 weeks ago
Zed A. Shaw 02c42eb042 System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing. Closes #46. 2 weeks ago
Zed A. Shaw 6437bd3b54 Now have a 'destroy' method that removes everything related to an entity. Closes #18. 2 weeks ago
Zed A. Shaw 7602fb0b31 Not using Weapon anymore. 2 weeks ago
Zed A. Shaw 57d69015c2 Renamed to random_walk since that's what it called. Closes #26. 2 weeks ago
Zed A. Shaw 769530b45c Now standardized on GameConfig everywhere I can. Closes #28. 2 weeks ago
Zed A. Shaw b0204772c7 Need to not transition out of END if the slot clicked is empty. Closes #45 2 weeks ago
Zed A. Shaw 19682fd0bc Add the frame width/height to SpriteTexture. Closes #13 2 weeks ago
Zed A. Shaw ea92dcc3c4 Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 2 weeks ago
Zed A. Shaw fcd1bc589c Make a function to access overlay cells Closes #35. 2 weeks ago
Zed A. Shaw f668ff6b7a First round of cleanup. dnd_loot. 2 weeks ago
Zed A. Shaw 689bb150c6 I think that's all the edge cases handled. You can more loot around fairly arbitrarily. 2 weeks ago
Zed A. Shaw 6ff1919587 Cleaned up the move operation more so that I can use it in the other places that I need it. 2 weeks ago
Zed A. Shaw f559b5a39d Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG. 2 weeks ago