Commit Graph

14 Commits (7c90eb6da1606bc8f87d805f1d5aecf76c1e5cdc)

Author SHA1 Message Date
Zed A. Shaw edf10c976a Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 4 days ago
Zed A. Shaw dab0e092e6 RitualUI is mostly working, but need to make the consumption of items work in the UI. 5 days ago
Zed A. Shaw 6269d10807 The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality. 5 days ago
Zed A. Shaw 8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. 6 days ago
Zed A. Shaw d1bd6b7c45 Mostly does everything I need, minus the ritual description. That'll have to probably be a separate generator. Next, rewrite this crap. 6 days ago
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 7 days ago
Zed A. Shaw 14619558fa 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. 1 week ago
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 bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. 1 week ago
Zed A. Shaw c8a8d2b1af You can now craft a single ritual from the blanket. 1 week 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 8b3573b01d Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized. 2 months ago
Zed A. Shaw 65c9e4b0c6 Initially implemented 'ritual blanket' UI for the crafting of rituals in combat. 2 months ago
Zed A. Shaw 263b7741f6 The ritual UI is now in its own thing, but not hooked up yet. 2 months ago
Zed A. Shaw f1cc9f86c1 Very early prototype of the ritual crafting UI, but it needs its own thing. 2 months 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 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 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 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 3a6ba8445a Added a Background guecs component. 3 months ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 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