Zed A. Shaw
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7c90eb6da1
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GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there.
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2 days ago |
Zed A. Shaw
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abea6da2e0
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More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs.
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2 days ago |
Zed A. Shaw
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20176cf54a
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GUECS refactor part 1.
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2 days ago |
Zed A. Shaw
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4e7f837240
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Cleanup of GUECS and the textures manager.
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3 days ago |
Zed A. Shaw
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438bd8ab8a
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Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over.
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3 days ago |
Zed A. Shaw
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70d27b9a95
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GUECS now has a click_on function so you can programatically click on buttons for testing.
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3 days ago |
Zed A. Shaw
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6269d10807
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The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality.
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5 days ago |
Zed A. Shaw
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8a1f42c0f1
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RitualUI is now ritual::UI and uses a FSM to coordinate its activities.
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5 days ago |
Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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7 days ago |
Zed A. Shaw
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14619558fa
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Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.
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1 week ago |
Zed A. Shaw
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bc31750d9c
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Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler.
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2 weeks 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 weeks ago |
Zed A. Shaw
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bec8fe0a13
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Note from ORBLISH on idea for hover sounds.
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3 weeks ago |
Zed A. Shaw
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57e042e786
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Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
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3 weeks ago |
Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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3 weeks ago |
Zed A. Shaw
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7186c2ecb0
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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.
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3 weeks ago |
Zed A. Shaw
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84a5f06dac
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Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset.
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3 weeks ago |
Zed A. Shaw
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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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3 weeks ago |
Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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3 weeks ago |
Zed A. Shaw
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a5b8e411e3
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I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables.
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3 weeks ago |
Zed A. Shaw
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5a3b567fd1
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Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS.
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4 weeks 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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1 month ago |
Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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1 month ago |
Zed A. Shaw
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4f090159ab
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Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
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1 month ago |
Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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1 month ago |
Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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1 month ago |
Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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2 months ago |
Zed A. Shaw
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a53f81715d
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Have a basic map prototype gui working.
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2 months ago |
Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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2 months ago |
Zed A. Shaw
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e9accf14e6
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Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
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2 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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2 months ago |
Zed A. Shaw
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389690e5c3
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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.
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2 months ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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2 months ago |
Zed A. Shaw
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d8e1fc7aa3
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I have the overlay display the low health blood using the gui system.
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3 months ago |
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 months ago |
Zed A. Shaw
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f2b7871d12
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Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff.
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3 months 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 months 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 months ago |
Zed A. Shaw
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3a6ba8445a
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Added a Background guecs component.
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3 months 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 months 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 months ago |