Commit Graph

511 Commits (784f753e72b67a466a3e792b567c0047e61b82ed)
 

Author SHA1 Message Date
Zed A. Shaw 784f753e72 Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities. 18 hours ago
Zed A. Shaw 8c8d6dc9e7 Clean things up before solving the move problem. 22 hours ago
Zed A. Shaw 6576164fad Give a healing potion too for testing. 22 hours ago
Zed A. Shaw b6d1ae2700 Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 2 days ago
Zed A. Shaw efdb0cb119 Just use get_if here instead. 2 days ago
Zed A. Shaw 8bbafc4d10 Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50. 3 days ago
Zed A. Shaw 0d79ce35b3 Every sprite's dimensions are now taken from their config rather than a global. Closes #42. 3 days ago
Zed A. Shaw a418b48e94 Don't re-run the whole next level thing on every spawned item. Closes #48 3 days ago
Zed A. Shaw b28b76ee2d Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. 3 days ago
Zed A. Shaw cad51f4908 Use RGBA for the uint32_t color pixels. Closes #49. 4 days ago
Zed A. Shaw ab1a415b55 Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. 4 days ago
Zed A. Shaw 75c28cd764 Fixed a few places. Closes #11 4 days ago
Zed A. Shaw b603ef5a3f Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 4 days ago
Zed A. Shaw 6a0725e401 Simply re-init the overlay on new level. Closes #14. 4 days ago
Zed A. Shaw 02c42eb042 System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing. Closes #46. 5 days ago
Zed A. Shaw 6437bd3b54 Now have a 'destroy' method that removes everything related to an entity. Closes #18. 5 days ago
Zed A. Shaw 7602fb0b31 Not using Weapon anymore. 5 days ago
Zed A. Shaw 57d69015c2 Renamed to random_walk since that's what it called. Closes #26. 5 days ago
Zed A. Shaw 769530b45c Now standardized on GameConfig everywhere I can. Closes #28. 5 days ago
Zed A. Shaw b0204772c7 Need to not transition out of END if the slot clicked is empty. Closes #45 5 days ago
Zed A. Shaw 19682fd0bc Add the frame width/height to SpriteTexture. Closes #13 6 days ago
Zed A. Shaw ea92dcc3c4 Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 6 days ago
Zed A. Shaw fcd1bc589c Make a function to access overlay cells Closes #35. 6 days ago
Zed A. Shaw f668ff6b7a First round of cleanup. dnd_loot. 1 week ago
Zed A. Shaw 689bb150c6 I think that's all the edge cases handled. You can more loot around fairly arbitrarily. 1 week ago
Zed A. Shaw 6ff1919587 Cleaned up the move operation more so that I can use it in the other places that I need it. 1 week ago
Zed A. Shaw f559b5a39d 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. 1 week ago
Zed A. Shaw 6a72d1160f When things die you get their things. 1 week ago
Zed A. Shaw fb064ffbf1 Loot boxes now have ritual items and you can click on them, or the enemy just dies. 1 week ago
Zed A. Shaw 3c5021e4c9 So far most of the bugs are solved but there's still some edge cases in the inventory dance. 1 week ago
Zed A. Shaw e0588847fa 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. 2 weeks ago
Zed A. Shaw 2c6565c40a Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container. 2 weeks ago
Zed A. Shaw 812407c3df Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. 2 weeks ago
Zed A. Shaw a0eff927b6 Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2 weeks ago
Zed A. Shaw 119b3ed11d 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. 2 weeks ago
Zed A. Shaw 68e50342e5 Can now drag an item out of inventory and drop it. 2 weeks ago
Zed A. Shaw 87459d41bb Add the buttons I'll need for the next round of development. 2 weeks ago
Zed A. Shaw dfd3118d04 Make the transitions more solid by having an open/close set of functions to maintain cleaning up internal state. 2 weeks ago
Zed A. Shaw 029a0f86ae Drag now show the icon while you're dragging, so now need to work out all of the edge cases for each action. 2 weeks ago
Zed A. Shaw ca74b817e5 You can grab stuff off the ground and put in your inventory but it doesn't show the sprite while you do it yet. 3 weeks ago
Zed A. Shaw cd02507023 Make a function that handles the mouse events for everything since those are very similar. 3 weeks ago
Zed A. Shaw d99d9a68c8 Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though. 3 weeks ago
Zed A. Shaw 7fc32b0248 Trying out Ragel's state machine generation as an alternative to the DinkyFSM style. 3 weeks ago
Zed A. Shaw 9468990f76 DNDLoot works now, just had to fix a problem with the constructor. 3 weeks ago
Zed A. Shaw 82ee8f68f7 Created a separate FSM for the DND functionality that compiles but need to wire it in to work. 3 weeks ago
Zed A. Shaw 1ab708c4eb Clean up more of the FSM so that it's almost nothing.Now I'll try to make a stand-alone 'dnd' state machine to handle drag and drop functionality. 3 weeks ago
Zed A. Shaw 06a843f169 Autowalker does some basic item pickup now, just for testing. 3 weeks ago
Zed A. Shaw af933c827a 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. 3 weeks ago
Zed A. Shaw 7db64b73c5 Made some notes for the next bit of work. 3 weeks ago
Zed A. Shaw 7b0bac4f59 You now click on things to interact with them. 3 weeks ago