Commit Graph

6 Commits (6e56de08c53c41f6211b9014ae4e9ea66a935394)

Author SHA1 Message Date
Zed A. Shaw 84fff71344 Remove some dead functions. 2 weeks ago
Zed A. Shaw 4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2 weeks ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2 weeks ago
Zed A. Shaw dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 2 weeks ago
Zed A. Shaw 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2 weeks ago
Zed A. Shaw a7a60ad35c Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb. 2 weeks ago
Zed A. Shaw 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 3 weeks ago
Zed A. Shaw 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 3 weeks ago
Zed A. Shaw 69a810b5a1 Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. 3 weeks ago
Zed A. Shaw cfe56bbf99 Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. 3 weeks ago
Zed A. Shaw 8a6b38c1a4 Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out. 4 weeks ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 4 weeks ago
Zed A. Shaw 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 4 weeks ago
Zed A. Shaw 7eec67ffc8 Got some buttons down now to make them do stuff. 4 weeks ago
Zed A. Shaw be4d0d51de Two main GUI elements are placed for the left side status and the bottom combat UIs. 4 weeks ago
Zed A. Shaw 6da830595c Clean up the GUI some by moving the map_view out into its own file. 4 weeks ago
Zed A. Shaw e2bd61a1e4 Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there. 4 weeks ago
Zed A. Shaw abd843d5ec Very basic attack system. 4 weeks ago
Zed A. Shaw d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 1 month ago
Zed A. Shaw 25ad9b51f8 Really crappy minimap now displays. 1 month ago
Zed A. Shaw 1973a7a1df GUI MOVE state is now cleaner and the camera is more consistent. 1 month ago
Zed A. Shaw b0437d352b Cleaned up a lot but now trying to refactor some more but making a mistake. 1 month ago
Zed A. Shaw 14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. 1 month ago
Zed A. Shaw d6c09e111d Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems. 1 month ago
Zed A. Shaw 75ffb49a53 Clean up header includes. 1 month ago
Zed A. Shaw 1d3a76e5ee Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. 1 month ago