Commit Graph

28 Commits (7c90eb6da1606bc8f87d805f1d5aecf76c1e5cdc)

Author SHA1 Message Date
Zed A. Shaw 7c90eb6da1 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. 2 days ago
Zed A. Shaw 1780a758b3 Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs. 2 days ago
Zed A. Shaw 8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. 5 days ago
Zed A. Shaw 57e042e786 Now have a do_if on GUECS for many of the 'if this exists do this' patterns. 3 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 72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 1 month ago
Zed A. Shaw 322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 1 month ago
Zed A. Shaw 6c9016eb0f 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. 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 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 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 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 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 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 6447f86954 Status UI now fakes a kind of 'hot bar' inventory display. 3 months ago
Zed A. Shaw f10498425e Make the FPS/debug output render in a better place and not so in your face. 3 months ago
Zed A. Shaw bfe0d797c8 Status UI now has a log and some buttons. 3 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