Commit Graph

378 Commits (6269d10807ac7c06f2be7d15c6e5ced1c123abcc)
 

Author SHA1 Message Date
Zed A. Shaw 6269d10807 The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality. 1 day ago
Zed A. Shaw 8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. 2 days ago
Zed A. Shaw d1bd6b7c45 Mostly does everything I need, minus the ritual description. That'll have to probably be a separate generator. Next, rewrite this crap. 2 days ago
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 3 days ago
Zed A. Shaw 14619558fa 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. 4 days ago
Zed A. Shaw 9d55b2954a The rituals can now craft from items taken from dead enemies and they go into the blanket right away. 5 days ago
Zed A. Shaw 1a9e068d02 Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though. 5 days ago
Zed A. Shaw bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. 6 days ago
Zed A. Shaw c8a8d2b1af You can now craft a single ritual from the blanket. 7 days ago
Zed A. Shaw 292711f91f Prep for the actually making ritual crafting work. 7 days ago
Zed A. Shaw ad1d08ca96 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. 7 days ago
Zed A. Shaw dac9b1b3de rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions. 7 days ago
Zed A. Shaw 1ab5fa4291 Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 7 days ago
Zed A. Shaw 4c03fe1ed3 Make the raycaster 'highlight' things you point at. 7 days ago
Zed A. Shaw bc31750d9c Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 7 days ago
Zed A. Shaw 8aeac5397a Windows installer fix before 0.2 release. 1 week ago
Zed A. Shaw 2fb1687997 Now have sounds and shaders working on the button for each of the different elements. 1 week ago
Zed A. Shaw eb350698aa Only default mute sounds in debug. 1 week ago
Zed A. Shaw e0d7744eeb Make file now detects windows or not and does the weird thing. 1 week ago
Zed A. Shaw 5aa9bcb655 Remove stray log. 1 week ago
Zed A. Shaw c51d46aeb8 Meson build now attempts to force local only build and linkage. 1 week ago
Zed A. Shaw 57e8774fad Make the make more linux friendly. 1 week ago
Zed A. Shaw eb709930f5 Combat UI now uses different icons for different attack elements. 1 week ago
Zed A. Shaw 30997cbff5 Test rituals are now configurable in assets/config.json 1 week ago
Zed A. Shaw ebb69dd589 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. 1 week ago
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 1 week ago
Zed A. Shaw a70f11646a RitualBelt now has an API. 1 week ago
Zed A. Shaw 31b35b43eb Added the ritual belt first cut. 1 week ago
Zed A. Shaw 17d30e2ed2 Add a dump function and clean up some data. 1 week ago
Zed A. Shaw 5d924c764f Rituals can now be configured to have a kind and an element based on the results. 1 week ago
Zed A. Shaw a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. 1 week ago
Zed A. Shaw 43435509f6 Fixed system to use the BattleEngine result. 1 week ago
Zed A. Shaw bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 1 week ago
Zed A. Shaw 58981fd8ed Setting up to have a fire attack and lightning attack. 2 weeks ago
Zed A. Shaw 787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. 2 weeks ago
Zed A. Shaw bec8fe0a13 Note from ORBLISH on idea for hover sounds. 2 weeks ago
Zed A. Shaw 1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. 2 weeks ago
Zed A. Shaw 5ffa3b0d1e Everyone is on fire temporarily. 2 weeks ago
Zed A. Shaw 467a26628c Wrong shader. 2 weeks ago
Zed A. Shaw 137dcc1f30 Missing resources. 2 weeks ago
Zed A. Shaw 57e042e786 Now have a do_if on GUECS for many of the 'if this exists do this' patterns. 2 weeks ago
Zed A. Shaw 2ecef8d9f9 Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. 2 weeks ago
Zed A. Shaw 7186c2ecb0 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. 3 weeks ago
Zed A. Shaw 84a5f06dac Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset. 3 weeks ago
Zed A. Shaw 19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. 3 weeks ago
Zed A. Shaw 08bc48df3d 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. 3 weeks ago
Zed A. Shaw 766b20f3f8 Rayview now uses the shader manager. 3 weeks ago
Zed A. Shaw edee3ac0c9 Quick test that shows the shader now just work on any UI element. 3 weeks ago
Zed A. Shaw 35ced58cc9 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. 3 weeks ago
Zed A. Shaw a5b8e411e3 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. 3 weeks ago