Commit Graph

270 Commits (75db188dc67564f3482a9e819a80fbcf54bcaca6)
 

Author SHA1 Message Date
Zed A. Shaw cdb930a7f2 Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices. 1 month ago
Zed A. Shaw 87e1c25cd5 Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. 1 month ago
Zed A. Shaw e6c225f1c8 Refactor the Map::neighbors so that it's part of pathing where it should be. 1 month ago
Zed A. Shaw d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 1 month ago
Zed A. Shaw 1aba26831b Also allow mouse clicks to stop autowalk. 1 month ago
Zed A. Shaw d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. 1 month ago
Zed A. Shaw 14a96d0b63 Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it. 1 month ago
Zed A. Shaw a876229e18 Forgot the rat king graphic. 1 month ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 1 month ago
Zed A. Shaw b75a2b8c31 Add the rat king. 1 month ago
Zed A. Shaw 54fbf22b6d 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. 2 months ago
Zed A. Shaw e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2 months ago
Zed A. Shaw 9d49c6a30b Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 2 months ago
Zed A. Shaw 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 2 months ago
Zed A. Shaw 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 months ago
Zed A. Shaw 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2 months ago
Zed A. Shaw dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. 2 months ago
Zed A. Shaw 0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. 2 months ago
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 months ago
Zed A. Shaw b7f49aa719 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. 2 months ago
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2 months ago
Zed A. Shaw b8bafdcab5 Forgot the pickup sound. 2 months ago
Zed A. Shaw daae239831 Created a simple pickup sound that sounds like you put something in your bag. 2 months ago
Zed A. Shaw 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 2 months ago
Zed A. Shaw 389690e5c3 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. 2 months ago
Zed A. Shaw 2261e6f418 Remove that terrible walking sound. 2 months ago
Zed A. Shaw 6e56de08c5 Quick little fix to add a blank sound for placeholders. 2 months ago
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 2 months ago
Zed A. Shaw 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2 months ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 2 months ago
Zed A. Shaw 80a0f2ba75 Basic simple animations where the enemies just move forward. 2 months ago
Zed A. Shaw 947ccbe180 A simple config loader test. 2 months ago
Zed A. Shaw b8bb49df2c A basic components test that just loads all the config files and their components into a world. 2 months ago
Zed A. Shaw d0a6a92bc8 More testing improvements. 2 months ago
Zed A. Shaw 84fff71344 Remove some dead functions. 2 months ago
Zed A. Shaw 4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2 months ago
Zed A. Shaw b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2 months ago
Zed A. Shaw 0260e3d345 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. 2 months ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2 months ago
Zed A. Shaw 6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. 2 months 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 months ago
Zed A. Shaw 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2 months 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 months ago
Zed A. Shaw 4a1a8a7d65 Mostly working overlay to show when in combat or not. 2 months ago
Zed A. Shaw 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 2 months ago
Zed A. Shaw d8e1fc7aa3 I have the overlay display the low health blood using the gui system. 2 months ago
Zed A. Shaw 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 2 months ago
Zed A. Shaw 59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. 2 months ago
Zed A. Shaw baa4d8ee2b Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon? 2 months ago
Zed A. Shaw 3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 2 months ago