Zed A. Shaw
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6269d10807
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The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality.
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1 day ago |
Zed A. Shaw
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8a1f42c0f1
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RitualUI is now ritual::UI and uses a FSM to coordinate its activities.
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2 days ago |
Zed A. Shaw
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d1bd6b7c45
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Mostly does everything I need, minus the ritual description. That'll have to probably be a separate generator. Next, rewrite this crap.
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2 days ago |
Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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3 days ago |
Zed A. Shaw
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14619558fa
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Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.
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4 days ago |
Zed A. Shaw
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9d55b2954a
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The rituals can now craft from items taken from dead enemies and they go into the blanket right away.
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5 days ago |
Zed A. Shaw
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1a9e068d02
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Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
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5 days ago |
Zed A. Shaw
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bc557652ba
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The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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6 days ago |
Zed A. Shaw
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c8a8d2b1af
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You can now craft a single ritual from the blanket.
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7 days ago |
Zed A. Shaw
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292711f91f
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Prep for the actually making ritual crafting work.
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7 days ago |
Zed A. Shaw
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ad1d08ca96
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There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
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7 days ago |
Zed A. Shaw
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dac9b1b3de
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rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
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7 days ago |
Zed A. Shaw
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1ab5fa4291
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Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler.
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7 days ago |
Zed A. Shaw
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4c03fe1ed3
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Make the raycaster 'highlight' things you point at.
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7 days ago |
Zed A. Shaw
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bc31750d9c
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Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler.
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7 days ago |
Zed A. Shaw
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8aeac5397a
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Windows installer fix before 0.2 release.
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1 week ago |
Zed A. Shaw
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2fb1687997
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Now have sounds and shaders working on the button for each of the different elements.
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1 week ago |
Zed A. Shaw
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eb350698aa
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Only default mute sounds in debug.
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1 week ago |
Zed A. Shaw
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e0d7744eeb
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Make file now detects windows or not and does the weird thing.
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1 week ago |
Zed A. Shaw
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5aa9bcb655
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Remove stray log.
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1 week ago |
Zed A. Shaw
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c51d46aeb8
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Meson build now attempts to force local only build and linkage.
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1 week ago |
Zed A. Shaw
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57e8774fad
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Make the make more linux friendly.
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1 week ago |
Zed A. Shaw
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eb709930f5
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Combat UI now uses different icons for different attack elements.
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1 week ago |
Zed A. Shaw
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30997cbff5
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Test rituals are now configurable in assets/config.json
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1 week ago |
Zed A. Shaw
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ebb69dd589
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Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though.
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1 week ago |
Zed A. Shaw
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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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1 week ago |
Zed A. Shaw
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a70f11646a
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RitualBelt now has an API.
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1 week ago |
Zed A. Shaw
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31b35b43eb
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Added the ritual belt first cut.
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1 week ago |
Zed A. Shaw
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17d30e2ed2
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Add a dump function and clean up some data.
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1 week ago |
Zed A. Shaw
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5d924c764f
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Rituals can now be configured to have a kind and an element based on the results.
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1 week ago |
Zed A. Shaw
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a342c53b02
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RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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1 week ago |
Zed A. Shaw
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43435509f6
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Fixed system to use the BattleEngine result.
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1 week ago |
Zed A. Shaw
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bf8a2dc0c5
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Simple quick way to do different attacks that play different shaders.
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1 week ago |
Zed A. Shaw
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58981fd8ed
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Setting up to have a fire attack and lightning attack.
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2 weeks ago |
Zed A. Shaw
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787be78a69
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Now I can attach arbitrary shaders to sprites based on things that happen in the world.
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2 weeks ago |
Zed A. Shaw
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bec8fe0a13
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Note from ORBLISH on idea for hover sounds.
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2 weeks ago |
Zed A. Shaw
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1b4f55804c
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The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
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2 weeks ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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2 weeks ago |
Zed A. Shaw
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467a26628c
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Wrong shader.
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2 weeks ago |
Zed A. Shaw
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137dcc1f30
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Missing resources.
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2 weeks ago |
Zed A. Shaw
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57e042e786
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Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
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2 weeks ago |
Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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2 weeks ago |
Zed A. Shaw
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7186c2ecb0
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I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
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3 weeks ago |
Zed A. Shaw
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84a5f06dac
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Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset.
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3 weeks ago |
Zed A. Shaw
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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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3 weeks ago |
Zed A. Shaw
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08bc48df3d
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GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want.
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3 weeks ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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3 weeks ago |
Zed A. Shaw
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edee3ac0c9
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Quick test that shows the shader now just work on any UI element.
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3 weeks ago |
Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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3 weeks ago |
Zed A. Shaw
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a5b8e411e3
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I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables.
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3 weeks ago |