Zed A. Shaw
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5e01eb29a9
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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.
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10 hours ago |
Zed A. Shaw
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b2a6262964
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Now have background color for the sprites used in the maps.
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1 day ago |
Zed A. Shaw
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b16ca3fd65
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I now have hacked in basic color for the wall tiles but not enemies and items.
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2 days ago |
Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2 days ago |
Zed A. Shaw
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2c011079a8
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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.
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2 days ago |
Zed A. Shaw
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cfefffe1cc
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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.
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2 days ago |
Zed A. Shaw
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40611d4d54
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Crop the map sprite so it's not bigger than necessary.
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3 days ago |
Zed A. Shaw
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04b3cf3f16
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Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
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3 days ago |
Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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3 days ago |
Zed A. Shaw
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dbc2000434
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Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.
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3 days ago |
Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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3 days ago |
Zed A. Shaw
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f64b202ee7
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Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
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4 days ago |
Zed A. Shaw
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601f3331ed
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As an experiment, disable copy and move of the StatusUI.
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4 days ago |
Zed A. Shaw
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cd89625c96
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Just need one function for the 'hold_item' action.
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4 days ago |
Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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5 days ago |
Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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5 days ago |
Zed A. Shaw
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1baf90a776
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Easy fix, just set aiming_at in the camera position. Closes #57.
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6 days ago |
Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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6 days ago |
Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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1 week ago |
Zed A. Shaw
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87e69bebde
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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.
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1 week ago |
Zed A. Shaw
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970905fcd5
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Make the player's inventory just a regular entity attached to the player.entity.
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1 week ago |
Zed A. Shaw
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2421a33bb0
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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.
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1 week ago |
Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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1 week ago |
Zed A. Shaw
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8c8d6dc9e7
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Clean things up before solving the move problem.
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1 week ago |
Zed A. Shaw
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6576164fad
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Give a healing potion too for testing.
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1 week ago |
Zed A. Shaw
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b6d1ae2700
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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1 week ago |
Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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1 week ago |
Zed A. Shaw
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8bbafc4d10
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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.
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2 weeks ago |
Zed A. Shaw
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0d79ce35b3
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Every sprite's dimensions are now taken from their config rather than a global. Closes #42.
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2 weeks ago |
Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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2 weeks ago |
Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2 weeks ago |
Zed A. Shaw
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cad51f4908
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Use RGBA for the uint32_t color pixels. Closes #49.
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2 weeks ago |
Zed A. Shaw
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ab1a415b55
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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2 weeks ago |
Zed A. Shaw
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75c28cd764
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Fixed a few places. Closes #11
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2 weeks ago |
Zed A. Shaw
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b603ef5a3f
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Forgot to update the level in the RitualUI so nothing actually worked. Closes #41.
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2 weeks ago |
Zed A. Shaw
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6a0725e401
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Simply re-init the overlay on new level. Closes #14.
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2 weeks ago |
Zed A. Shaw
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02c42eb042
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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.
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2 weeks ago |
Zed A. Shaw
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6437bd3b54
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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2 weeks ago |
Zed A. Shaw
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7602fb0b31
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Not using Weapon anymore.
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2 weeks ago |
Zed A. Shaw
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57d69015c2
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Renamed to random_walk since that's what it called. Closes #26.
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2 weeks ago |
Zed A. Shaw
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769530b45c
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Now standardized on GameConfig everywhere I can. Closes #28.
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2 weeks ago |
Zed A. Shaw
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b0204772c7
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Need to not transition out of END if the slot clicked is empty. Closes #45
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2 weeks ago |
Zed A. Shaw
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19682fd0bc
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Add the frame width/height to SpriteTexture. Closes #13
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2 weeks ago |
Zed A. Shaw
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ea92dcc3c4
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2 weeks ago |
Zed A. Shaw
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fcd1bc589c
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Make a function to access overlay cells Closes #35.
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2 weeks ago |
Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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2 weeks ago |
Zed A. Shaw
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689bb150c6
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I think that's all the edge cases handled. You can more loot around fairly arbitrarily.
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2 weeks ago |
Zed A. Shaw
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6ff1919587
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Cleaned up the move operation more so that I can use it in the other places that I need it.
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2 weeks ago |
Zed A. Shaw
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f559b5a39d
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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.
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2 weeks ago |
Zed A. Shaw
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6a72d1160f
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When things die you get their things.
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3 weeks ago |