Zed A. Shaw
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87e1c25cd5
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Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.
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2 weeks ago |
Zed A. Shaw
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e6c225f1c8
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Refactor the Map::neighbors so that it's part of pathing where it should be.
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2 weeks ago |
Zed A. Shaw
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d4355a608d
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Now have an autowalker class that allows me to drive the game from an external source.
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2 weeks ago |
Zed A. Shaw
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1aba26831b
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Also allow mouse clicks to stop autowalk.
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2 weeks ago |
Zed A. Shaw
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d03abba8e4
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Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing.
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2 weeks ago |
Zed A. Shaw
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14a96d0b63
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Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it.
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2 weeks ago |
Zed A. Shaw
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a876229e18
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Forgot the rat king graphic.
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2 weeks ago |
Zed A. Shaw
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14c7f660de
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Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
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2 weeks ago |
Zed A. Shaw
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b75a2b8c31
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Add the rat king.
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2 weeks ago |
Zed A. Shaw
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54fbf22b6d
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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.
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2 weeks 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 weeks ago |
Zed A. Shaw
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9d49c6a30b
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Wasn't even using MAX so changed to just a simple BOOST variable that can become a config.
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2 weeks ago |
Zed A. Shaw
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5179709e3c
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Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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2 weeks ago |
Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2 weeks ago |
Zed A. Shaw
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1886c99920
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A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
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2 weeks ago |
Zed A. Shaw
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dfd59065f7
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Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.
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2 weeks ago |
Zed A. Shaw
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0878a9e978
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Refactored inventory some so that the UI is not so knowing of the internals.
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2 weeks 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 weeks ago |
Zed A. Shaw
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b7f49aa719
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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.
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2 weeks ago |
Zed A. Shaw
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fa6311f10c
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Add an ability to mark the main UI dirty so that it forces a render at specific times.
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2 weeks ago |
Zed A. Shaw
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b8bafdcab5
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Forgot the pickup sound.
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2 weeks ago |
Zed A. Shaw
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daae239831
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Created a simple pickup sound that sounds like you put something in your bag.
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2 weeks ago |
Zed A. Shaw
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806f8e4e1a
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Make enemies always twitch forward a bit, even if they have animation frames.
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2 weeks 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 weeks ago |
Zed A. Shaw
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2261e6f418
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Remove that terrible walking sound.
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2 weeks ago |
Zed A. Shaw
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6e56de08c5
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Quick little fix to add a blank sound for placeholders.
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2 weeks ago |
Zed A. Shaw
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3720340ab7
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Have a really bad walking sound.
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2 weeks ago |
Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2 weeks ago |
Zed A. Shaw
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83df9ff03b
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Super awesome twitchy animation for axe guy.
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2 weeks ago |
Zed A. Shaw
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80a0f2ba75
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Basic simple animations where the enemies just move forward.
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2 weeks ago |
Zed A. Shaw
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947ccbe180
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A simple config loader test.
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2 weeks ago |
Zed A. Shaw
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b8bb49df2c
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A basic components test that just loads all the config files and their components into a world.
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2 weeks ago |
Zed A. Shaw
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d0a6a92bc8
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More testing improvements.
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2 weeks ago |
Zed A. Shaw
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84fff71344
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Remove some dead functions.
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2 weeks ago |
Zed A. Shaw
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4b333c6684
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Fix the mouse so that it's discrete and one click means on action.
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2 weeks ago |
Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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2 weeks ago |
Zed A. Shaw
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0260e3d345
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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.
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2 weeks 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 weeks ago |
Zed A. Shaw
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6c1d851e85
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A bit more cleaning up of the gui and fsm, probaby done.
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2 weeks ago |
Zed A. Shaw
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dd4f77a106
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More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay.
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2 weeks ago |
Zed A. Shaw
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23ed1594f2
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More refactoring of the FSM to MainUI. Move the overlay out and some more.
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2 weeks ago |
Zed A. Shaw
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a7a60ad35c
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Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb.
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2 weeks ago |
Zed A. Shaw
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4a1a8a7d65
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Mostly working overlay to show when in combat or not.
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3 weeks ago |
Zed A. Shaw
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30a7e1b2cc
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Now overlay UI can show some text pretty easily and is showing the debug stats.
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3 weeks 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 weeks 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 weeks ago |
Zed A. Shaw
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59d10a4506
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Get rid of the sprite on buttons until I have a better idea about the overall design.
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3 weeks ago |
Zed A. Shaw
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baa4d8ee2b
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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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3 weeks ago |
Zed A. Shaw
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3b9525cca4
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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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3 weeks ago |
Zed A. Shaw
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0199248354
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New axe wielding ranger for you to kill.
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3 weeks ago |