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 days 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 days ago |
Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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4 days ago |
Zed A. Shaw
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e0588847fa
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Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
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4 days ago |
Zed A. Shaw
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812407c3df
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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5 days ago |
Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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6 days ago |
Zed A. Shaw
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119b3ed11d
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Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now.
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1 week ago |
Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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2 weeks ago |
Zed A. Shaw
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af933c827a
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Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground.
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2 weeks ago |
Zed A. Shaw
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7db64b73c5
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Made some notes for the next bit of work.
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2 weeks ago |
Zed A. Shaw
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7b0bac4f59
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You now click on things to interact with them.
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2 weeks ago |
Zed A. Shaw
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2aa4f0a2e8
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Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
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2 weeks ago |
Zed A. Shaw
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2458f01ebd
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Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff.
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2 weeks ago |
Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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2 weeks ago |
Zed A. Shaw
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f208ca946e
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Made the components module work like textures and sound so that there's just one constant map of components.
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3 weeks ago |
Zed A. Shaw
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ab391aaa97
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Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
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4 weeks ago |
Zed A. Shaw
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931d9493d2
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The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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1 month ago |
Zed A. Shaw
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e015652f4c
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Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
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1 month ago |
Zed A. Shaw
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8453e7c3b9
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Map is back.
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1 month ago |
Zed A. Shaw
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3a745d492a
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Refactored out the tilemap since it was mostly doing nothing useful.
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1 month ago |
Zed A. Shaw
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edf10c976a
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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2 months 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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2 months 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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2 months 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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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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43435509f6
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Fixed system to use the BattleEngine result.
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2 months 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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2 months 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 months 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 months ago |
Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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3 months ago |
Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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3 months ago |
Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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3 months ago |
Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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3 months ago |
Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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3 months ago |
Zed A. Shaw
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47c6bfd531
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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3 months ago |
Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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3 months ago |
Zed A. Shaw
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a6d83db20c
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Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
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3 months ago |
Zed A. Shaw
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d3158291f7
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Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
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3 months ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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3 months ago |
Zed A. Shaw
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75db188dc6
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AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health.
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3 months ago |
Zed A. Shaw
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c4e01775bc
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Enemies will now get scared when their health is low.
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3 months ago |
Zed A. Shaw
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db5a371766
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Moving some stuff around before writing a test to confirm the EntityAI.
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3 months ago |
Zed A. Shaw
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f3e157a0f7
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Enemy AI is now prototyped and can find the player and attack them.
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3 months ago |
Zed A. Shaw
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ad71631809
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Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System.
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3 months ago |
Zed A. Shaw
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ee804581a8
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Autowalker is working way better and now I have a plan for using the AI in the System.
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4 months ago |
Zed A. Shaw
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25d782df6d
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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4 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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4 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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4 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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4 months ago |