Commit Graph

469 Commits (7fc32b0248d74be00435a0aabc9d3a704088e2d1)
 

Author SHA1 Message Date
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