Zed A. Shaw
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70a9420c11
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Started the overlay UI but need to make it possible to add/remove components to it.
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3 weeks ago |
Zed A. Shaw
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3b9525cca4
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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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3 weeks ago |
Zed A. Shaw
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e04c03b381
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Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting.
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3 weeks 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 weeks 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 weeks ago |
Zed A. Shaw
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3a6ba8445a
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Added a Background guecs component.
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3 weeks ago |
Zed A. Shaw
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69a810b5a1
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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.
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3 weeks ago |
Zed A. Shaw
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722d55d948
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Refactored the GUECS system to have its own namespace then got Meter to work.
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3 weeks ago |
Zed A. Shaw
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49a71e257e
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GUI for combat now works better and I can create sprites for things if I want.
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3 weeks ago |
Zed A. Shaw
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46de98e6f4
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I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
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3 weeks ago |
Zed A. Shaw
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cfe56bbf99
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Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying.
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3 weeks ago |
Zed A. Shaw
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79c84ce885
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New design on LEL that's way more sane and allows for more flexible columns and rows.
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3 weeks ago |
Zed A. Shaw
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a7991a8f06
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Fixing more bugs related to percentages and then prototype a more complex UI.
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3 weeks ago |
Zed A. Shaw
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e106ad4be7
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Can click on buttons and make them change color.
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3 weeks ago |
Zed A. Shaw
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872cedc8e1
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LEL is working at a basic grid level, able to render boxes where I want.
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3 weeks ago |
Zed A. Shaw
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f8dd5d816f
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Basic combat system prototype works, but needs more GUI love to really work in the game.
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3 weeks ago |
Zed A. Shaw
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8a6b38c1a4
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Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
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4 weeks 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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4 weeks ago |
Zed A. Shaw
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1c8f542c21
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Nuke taught me the other way to make class enums not suck so I guess no FU?
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4 weeks 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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4 weeks ago |
Zed A. Shaw
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7eec67ffc8
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Got some buttons down now to make them do stuff.
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4 weeks ago |
Zed A. Shaw
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be4d0d51de
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Two main GUI elements are placed for the left side status and the bottom combat UIs.
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4 weeks ago |
Zed A. Shaw
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1790eec697
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Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
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4 weeks ago |
Zed A. Shaw
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9fe7cac79b
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Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more.
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4 weeks ago |
Zed A. Shaw
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d38e2cb0f2
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All of the assets I need right now are done.
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4 weeks ago |
Zed A. Shaw
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21e087ded5
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Basic UI positioning and layout prior to designing the UI and setting a place for the combat system.
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4 weeks ago |
Zed A. Shaw
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90351ce0fe
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The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
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4 weeks ago |
Zed A. Shaw
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6da830595c
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Clean up the GUI some by moving the map_view out into its own file.
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4 weeks ago |
Zed A. Shaw
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421cca308b
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Fixed player showing up as an enemy and did better map centering.
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4 weeks ago |
Zed A. Shaw
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e2bd61a1e4
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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.
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4 weeks ago |
Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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4 weeks ago |
Zed A. Shaw
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51972b0c35
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Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
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4 weeks ago |
Zed A. Shaw
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0cbe20af35
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Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
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4 weeks ago |
Zed A. Shaw
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d798d154ae
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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.
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1 month ago |
Zed A. Shaw
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55b67dcf5d
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Fix a bug where enemies will path into the player's space because collision isn't done at the right time. I think this may need another fix in the future when we get to the combat.
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1 month ago |
Zed A. Shaw
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3986e6978e
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Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
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1 month ago |
Zed A. Shaw
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a19bc47904
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FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0.
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1 month ago |
Zed A. Shaw
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25ad9b51f8
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Really crappy minimap now displays.
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1 month ago |
Zed A. Shaw
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e85b5d998b
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System now controls the motion better since it's not GUIs job.
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1 month ago |
Zed A. Shaw
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1973a7a1df
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GUI MOVE state is now cleaner and the camera is more consistent.
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1 month ago |
Zed A. Shaw
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b0437d352b
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Cleaned up a lot but now trying to refactor some more but making a mistake.
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1 month ago |
Zed A. Shaw
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4b18b21861
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Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window.
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1 month ago |
Zed A. Shaw
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14128ab10f
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Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
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1 month ago |
Zed A. Shaw
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d0badedbd9
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More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems.
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1 month ago |
Zed A. Shaw
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d6c09e111d
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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.
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1 month ago |
Zed A. Shaw
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75ffb49a53
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Clean up header includes.
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1 month ago |
Zed A. Shaw
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1d3a76e5ee
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Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
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1 month ago |