Zed A. Shaw
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0eb245d113
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Working on a better character view.
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2 days ago |
Zed A. Shaw
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dfc6aa08e9
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Loot UI is now mostly formed, just need to get loot into it and make it work.
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3 days ago |
Zed A. Shaw
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8545b8cf1d
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Simple Loot UI started.
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4 days ago |
Zed A. Shaw
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74a8599977
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Fully converted to using the lel-guecs library externally now.
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4 days ago |
Zed A. Shaw
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7c90eb6da1
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GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there.
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2 weeks ago |
Zed A. Shaw
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1780a758b3
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Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs.
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2 weeks 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 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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1 month 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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1 month ago |
Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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2 months ago |
Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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2 months ago |
Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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2 months ago |
Zed A. Shaw
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65c9e4b0c6
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Initially implemented 'ritual blanket' UI for the crafting of rituals in combat.
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2 months ago |
Zed A. Shaw
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263b7741f6
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The ritual UI is now in its own thing, but not hooked up yet.
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2 months ago |
Zed A. Shaw
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f1cc9f86c1
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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2 months ago |
Zed A. Shaw
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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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3 months ago |
Zed A. Shaw
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54fbf22b6d
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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.
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3 months ago |
Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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3 months ago |
Zed A. Shaw
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dfd59065f7
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Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.
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3 months ago |
Zed A. Shaw
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0878a9e978
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Refactored inventory some so that the UI is not so knowing of the internals.
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3 months ago |
Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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3 months ago |
Zed A. Shaw
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b7f49aa719
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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.
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3 months ago |
Zed A. Shaw
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389690e5c3
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Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
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3 months ago |
Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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3 months ago |
Zed A. Shaw
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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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3 months ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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3 months ago |
Zed A. Shaw
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6447f86954
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Status UI now fakes a kind of 'hot bar' inventory display.
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3 months ago |
Zed A. Shaw
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f10498425e
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Make the FPS/debug output render in a better place and not so in your face.
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3 months ago |
Zed A. Shaw
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bfe0d797c8
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Status UI now has a log and some buttons.
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3 months ago |
Zed A. Shaw
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3a6ba8445a
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Added a Background guecs component.
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3 months ago |
Zed A. Shaw
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d2700d2928
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You now have blood on your screen when below half health.
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3 months ago |
Zed A. Shaw
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9b3b81683a
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Separate out the major UIs to get ready for their development, and enable debug button.
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3 months ago |