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raycaster
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Commit Graph
30 Commits (7c90eb6da1606bc8f87d805f1d5aecf76c1e5cdc)
Author
SHA1
Message
Date
Zed A. Shaw
1a9e068d02
Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
1 week ago
Zed A. Shaw
2fb1687997
Now have sounds and shaders working on the button for each of the different elements.
2 weeks ago
Zed A. Shaw
eb709930f5
Combat UI now uses different icons for different attack elements.
2 weeks ago
Zed A. Shaw
bf8a2dc0c5
Simple quick way to do different attacks that play different shaders.
2 weeks ago
Zed A. Shaw
7186c2ecb0
I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
3 weeks ago
Zed A. Shaw
b5d93399d5
Converted the buttons to reflect the actions you can take.
4 weeks ago
Zed A. Shaw
d7e9944e58
Change the buttons to text for development until I can get the icons/art.
4 weeks ago
Zed A. Shaw
07ce8a4148
New debug_ui that shows perf data, other debug info, and allows spawning enemies.
1 month ago
Zed A. Shaw
5af9a6664e
Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
1 month ago
Zed A. Shaw
64807174c0
Initial idea for the boss fight UI but it's just a temporary holder for now.
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
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
70a9420c11
Started the overlay UI but need to make it possible to add/remove components to it.
3 months ago
Zed A. Shaw
722d55d948
Refactored the GUECS system to have its own namespace then got Meter to work.
3 months ago
Zed A. Shaw
49a71e257e
GUI for combat now works better and I can create sprites for things if I want.
3 months ago
Zed A. Shaw
46de98e6f4
I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
3 months ago
Zed A. Shaw
8d9c2d8c05
Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed.
3 months ago
Zed A. Shaw
7c1f05c801
Combat UI is alright but need to now make a few common widgets.
3 months ago
Zed A. Shaw
232c994347
HP bar is working, and next just need to make the combat gui actually work.
3 months ago
Zed A. Shaw
3ec2bf4784
Can now do UI rendering based on the name and also have gaps in the grid reliably.
3 months ago
Zed A. Shaw
79c84ce885
New design on LEL that's way more sane and allows for more flexible columns and rows.
3 months ago
Zed A. Shaw
6b9c67beec
Add some debug boxes around the fonts to figure out why they aren't vertically centered.
3 months ago
Zed A. Shaw
45ad16c010
A bit more refinement.
3 months ago
Zed A. Shaw
a7991a8f06
Fixing more bugs related to percentages and then prototype a more complex UI.
3 months ago
Zed A. Shaw
e106ad4be7
Can click on buttons and make them change color.
3 months ago
Zed A. Shaw
aa149b6574
Can now use lel::center to center something inside a cell.
3 months ago
Zed A. Shaw
1620a5420f
Use a lel:: namespace.
3 months ago
Zed A. Shaw
872cedc8e1
LEL is working at a basic grid level, able to render boxes where I want.
3 months ago
Zed A. Shaw
1c8f542c21
Nuke taught me the other way to make class enums not suck so I guess no FU?
3 months ago
Zed A. Shaw
9b3b81683a
Separate out the major UIs to get ready for their development, and enable debug button.
3 months ago