Commit Graph

36 Commits (9468990f76d3de92844f22ab500ac425c5379314)

Author SHA1 Message Date
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. 6 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. 6 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 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. 7 days 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. 1 week 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. 1 week ago
Zed A. Shaw 47c219b86e Disable inventory select for now until I can get drag-n-drop formalized better. 1 week 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 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 3dc70c3af6 This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 3 weeks ago
Zed A. Shaw 90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. 4 weeks ago
Zed A. Shaw 4eaf3c35d6 Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better. 4 weeks ago
Zed A. Shaw 5f1a453fb4 Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 4 weeks ago
Zed A. Shaw a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. 1 month ago
Zed A. Shaw d6e64dd06b The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate. 1 month ago
Zed A. Shaw bed5ce22d2 Move gui_fsm to fsm but this causes some problems. 1 month ago
Zed A. Shaw dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. 1 month ago
Zed A. Shaw 8545b8cf1d Simple Loot UI started. 1 month ago
Zed A. Shaw abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 2 months ago
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 2 months ago
Zed A. Shaw c8a8d2b1af You can now craft a single ritual from the blanket. 2 months ago
Zed A. Shaw 292711f91f Prep for the actually making ritual crafting work. 2 months ago
Zed A. Shaw ad1d08ca96 There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP. 2 months ago
Zed A. Shaw 5aa9bcb655 Remove stray log. 2 months ago
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 2 months ago
Zed A. Shaw bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 2 months 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. 2 months ago
Zed A. Shaw 35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. 2 months ago
Zed A. Shaw b5d93399d5 Converted the buttons to reflect the actions you can take. 2 months ago
Zed A. Shaw e6a8a8b338 Fixed the map so that it shows directional arrows instead of a compass. 2 months ago