Zed A. Shaw
|
7fc32b0248
|
Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
|
6 days ago |
Zed A. Shaw
|
9468990f76
|
DNDLoot works now, just had to fix a problem with the constructor.
|
6 days ago |
Zed A. Shaw
|
82ee8f68f7
|
Created a separate FSM for the DND functionality that compiles but need to wire it in to work.
|
7 days 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.
|
7 days ago |
Zed A. Shaw
|
06a843f169
|
Autowalker does some basic item pickup now, just for testing.
|
7 days 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.
|
7 days ago |
Zed A. Shaw
|
7db64b73c5
|
Made some notes for the next bit of work.
|
1 week ago |
Zed A. Shaw
|
7b0bac4f59
|
You now click on things to interact with them.
|
1 week ago |
Zed A. Shaw
|
2aa4f0a2e8
|
Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
|
1 week ago |
Zed A. Shaw
|
2458f01ebd
|
Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff.
|
1 week ago |
Zed A. Shaw
|
86eabed3db
|
Now when you loot an item the loot UI works.
|
1 week ago |
Zed A. Shaw
|
38159a5f84
|
Fix the window coordinates so that you can resize.
|
1 week ago |
Zed A. Shaw
|
d6c5a89251
|
Fix the last few loot bugs before actually implementing the data model for inventory and loot.
|
1 week ago |
Zed A. Shaw
|
4a48910273
|
There's a UISystem now for to compliment the entities and components in GUECS. I now use that to do the drag/drop transfers instead of raw code right in the FSM.
|
1 week ago |
Zed A. Shaw
|
e01e697535
|
Move now works better, and the API is a lot cleaner. Now just need to make it not crash.
|
1 week ago |
Zed A. Shaw
|
be7b86a913
|
Mostly refactored out the common things for drag/drop so now just to refine how it's used and bring back moving the sprite around.
|
1 week ago |
Zed A. Shaw
|
570b70ab0c
|
More of the drag/drop is handled by the GrabSource/DropTarget components.
|
1 week ago |
Zed A. Shaw
|
7a551cf83a
|
Remove commit_drop from status and loot UI since DropTarget already does that.
|
1 week ago |
Zed A. Shaw
|
343f3a246f
|
Cleaned up and unified the source before the big refactor.
|
1 week ago |
Zed A. Shaw
|
0d6a71b06f
|
Fixed a couple little bugs in the state so now can refactor out the dnd code.
|
1 week ago |
Zed A. Shaw
|
2a6b892e7f
|
Can now round-trip a torch from loot to inventory and back.
|
1 week ago |
Zed A. Shaw
|
4b0d76bbcc
|
Even better API, but still not the best organization. This will let me implement both sides, then I can pull it out and try to generalize it into a few guecs components.
|
2 weeks ago |
Zed A. Shaw
|
3e0adf0c22
|
Better meaning API on both sides for the drag-n-drop operations, but I _swear_ there's a way to do this in the GrabSource/DropTarget instead.
|
2 weeks ago |
Zed A. Shaw
|
47c219b86e
|
Disable inventory select for now until I can get drag-n-drop formalized better.
|
2 weeks ago |
Zed A. Shaw
|
e1c2869d1c
|
Sometimes we click too fast in the router to just handle it in IDLE.
|
2 weeks ago |
Zed A. Shaw
|
461ad03d27
|
Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.
|
2 weeks ago |
Zed A. Shaw
|
842aac3127
|
Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI.
|
2 weeks ago |
Zed A. Shaw
|
94385b195d
|
Mostly worked out how to do looting but now need how to take out of inventory and put into loot.
|
2 weeks ago |
Zed A. Shaw
|
c509162be1
|
The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it.
|
2 weeks ago |
Zed A. Shaw
|
5aa54d875f
|
Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop.
|
2 weeks ago |
Zed A. Shaw
|
0674908e49
|
Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM.
|
2 weeks ago |
Zed A. Shaw
|
5c47a0151c
|
Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
|
2 weeks ago |
Zed A. Shaw
|
4b34de2109
|
Initial loot UI works to load an item by its world entity ID.
|
2 weeks ago |
Zed A. Shaw
|
f208ca946e
|
Made the components module work like textures and sound so that there's just one constant map of components.
|
2 weeks ago |
Zed A. Shaw
|
ab391aaa97
|
Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
|
3 weeks ago |
Zed A. Shaw
|
b8d2d1870d
|
Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
|
3 weeks ago |
Zed A. Shaw
|
e8199a973c
|
Fix up the healing potion so it looks more like a healing potion.
|
3 weeks ago |
Zed A. Shaw
|
d2a5dfa713
|
Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
|
3 weeks ago |
Zed A. Shaw
|
e45de2a2cf
|
The config now prints a way better error message if you give it a bad file to use.
|
3 weeks ago |
Zed A. Shaw
|
dc8648016d
|
Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
|
3 weeks ago |
Zed A. Shaw
|
3dc70c3af6
|
This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
|
3 weeks ago |
Zed A. Shaw
|
74a1801069
|
More scripts for converting and pixelating images for the game.
|
3 weeks ago |
Zed A. Shaw
|
cdd58ee21a
|
Another nice scritp from fred.
|
3 weeks ago |
Zed A. Shaw
|
31df3fe7a3
|
Better light ceiling and floor tiles.
|
3 weeks ago |
Zed A. Shaw
|
dd463d7d6e
|
Did a bunch of pixelation tests and I think this is the best setup so far.
|
3 weeks ago |
Zed A. Shaw
|
931d9493d2
|
The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
|
3 weeks ago |
Zed A. Shaw
|
e015652f4c
|
Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
|
4 weeks ago |
Zed A. Shaw
|
8453e7c3b9
|
Map is back.
|
4 weeks ago |
Zed A. Shaw
|
af2947c50a
|
Simple styling of the rooms done.
|
4 weeks ago |
Zed A. Shaw
|
5cb74151f5
|
Remove more dead code from texturemgr.
|
4 weeks ago |