Zed A. Shaw
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9bf6926dc3
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A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck.
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1 day ago |
Zed A. Shaw
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694ee210d6
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2 days ago |
Zed A. Shaw
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1788b8fb28
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Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.
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2 days ago |
Zed A. Shaw
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e51fb8627c
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Switching to Linux to find a memory bug and I want to keep a record of what caused it.
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5 days ago |
Zed A. Shaw
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d6326c9e41
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Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea.
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1 week ago |
Zed A. Shaw
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d93bc1615c
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2 weeks ago |
Zed A. Shaw
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ff7111b006
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2 weeks ago |
Zed A. Shaw
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b311713064
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Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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2 weeks ago |
Zed A. Shaw
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6f91533950
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Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map.
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2 weeks ago |
Zed A. Shaw
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2997dc363b
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FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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2 weeks ago |
Zed A. Shaw
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d264760405
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Fog of War works but it's in the wrong place and needs to be based on light.
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2 weeks ago |
Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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3 weeks ago |
Zed A. Shaw
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3b81959aa9
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Map now displays way better. The paper is gone for now.
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3 weeks ago |
Zed A. Shaw
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0272ba8540
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Trying a bit of color changes.
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3 weeks ago |
Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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3 weeks ago |
Zed A. Shaw
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dd541ae59d
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Ripped out the string based map and created a Matrix map drawing function.
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3 weeks ago |
Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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4 weeks ago |
Zed A. Shaw
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f64b202ee7
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Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
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4 weeks ago |
Zed A. Shaw
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601f3331ed
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As an experiment, disable copy and move of the StatusUI.
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4 weeks ago |
Zed A. Shaw
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cd89625c96
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Just need one function for the 'hold_item' action.
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4 weeks ago |
Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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4 weeks ago |
Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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4 weeks ago |
Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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1 month ago |
Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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1 month ago |
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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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75c28cd764
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Fixed a few places. Closes #11
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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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6a72d1160f
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When things die you get their things.
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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |