Zed A. Shaw
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970905fcd5
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Make the player's inventory just a regular entity attached to the player.entity.
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1 month ago |
Zed A. Shaw
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2421a33bb0
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Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model.
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1 month ago |
Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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2 months ago |
Zed A. Shaw
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8c8d6dc9e7
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Clean things up before solving the move problem.
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2 months ago |
Zed A. Shaw
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b6d1ae2700
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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2 months ago |
Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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2 months ago |
Zed A. Shaw
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8bbafc4d10
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Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50.
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2 months ago |
Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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2 months ago |
Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2 months ago |
Zed A. Shaw
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ab1a415b55
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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2 months ago |
Zed A. Shaw
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75c28cd764
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Fixed a few places. Closes #11
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2 months ago |
Zed A. Shaw
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b603ef5a3f
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Forgot to update the level in the RitualUI so nothing actually worked. Closes #41.
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2 months ago |
Zed A. Shaw
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6a0725e401
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Simply re-init the overlay on new level. Closes #14.
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2 months ago |
Zed A. Shaw
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b0204772c7
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Need to not transition out of END if the slot clicked is empty. Closes #45
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2 months ago |
Zed A. Shaw
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ea92dcc3c4
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2 months ago |
Zed A. Shaw
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fcd1bc589c
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Make a function to access overlay cells Closes #35.
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2 months ago |
Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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2 months ago |
Zed A. Shaw
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689bb150c6
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I think that's all the edge cases handled. You can more loot around fairly arbitrarily.
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2 months ago |
Zed A. Shaw
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6ff1919587
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Cleaned up the move operation more so that I can use it in the other places that I need it.
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2 months ago |
Zed A. Shaw
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f559b5a39d
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Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG.
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2 months ago |
Zed A. Shaw
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6a72d1160f
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When things die you get their things.
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2 months ago |
Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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2 months ago |
Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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2 months ago |
Zed A. Shaw
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e0588847fa
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Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
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2 months ago |
Zed A. Shaw
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2c6565c40a
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Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container.
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2 months ago |
Zed A. Shaw
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812407c3df
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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2 months ago |
Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2 months ago |
Zed A. Shaw
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119b3ed11d
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Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now.
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2 months ago |
Zed A. Shaw
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68e50342e5
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Can now drag an item out of inventory and drop it.
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2 months ago |
Zed A. Shaw
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87459d41bb
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Add the buttons I'll need for the next round of development.
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2 months ago |
Zed A. Shaw
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dfd3118d04
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Make the transitions more solid by having an open/close set of functions to maintain cleaning up internal state.
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2 months ago |
Zed A. Shaw
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029a0f86ae
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Drag now show the icon while you're dragging, so now need to work out all of the edge cases for each action.
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2 months ago |
Zed A. Shaw
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ca74b817e5
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You can grab stuff off the ground and put in your inventory but it doesn't show the sprite while you do it yet.
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2 months ago |
Zed A. Shaw
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cd02507023
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Make a function that handles the mouse events for everything since those are very similar.
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2 months ago |
Zed A. Shaw
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d99d9a68c8
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Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though.
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2 months ago |
Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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2 months ago |
Zed A. Shaw
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9468990f76
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DNDLoot works now, just had to fix a problem with the constructor.
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2 months ago |
Zed A. Shaw
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82ee8f68f7
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Created a separate FSM for the DND functionality that compiles but need to wire it in to work.
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2 months ago |
Zed A. Shaw
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1ab708c4eb
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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.
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2 months ago |
Zed A. Shaw
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af933c827a
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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.
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2 months ago |
Zed A. Shaw
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2aa4f0a2e8
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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.
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2 months ago |
Zed A. Shaw
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2458f01ebd
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Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff.
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2 months ago |
Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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2 months ago |
Zed A. Shaw
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38159a5f84
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Fix the window coordinates so that you can resize.
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2 months ago |
Zed A. Shaw
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d6c5a89251
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Fix the last few loot bugs before actually implementing the data model for inventory and loot.
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2 months ago |
Zed A. Shaw
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4a48910273
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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.
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2 months ago |
Zed A. Shaw
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e01e697535
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Move now works better, and the API is a lot cleaner. Now just need to make it not crash.
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2 months ago |
Zed A. Shaw
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be7b86a913
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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.
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2 months ago |
Zed A. Shaw
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570b70ab0c
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More of the drag/drop is handled by the GrabSource/DropTarget components.
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2 months ago |
Zed A. Shaw
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7a551cf83a
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Remove commit_drop from status and loot UI since DropTarget already does that.
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2 months ago |