Commit Graph

227 Commits (a8ae6df13b5d45f2c0f25f165fd4bbef561603c9)
 

Author SHA1 Message Date
Zed A. Shaw a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. 1 week ago
Zed A. Shaw 976b353901 Reduce the bit rate and sample rate to get a lower quality effect on the sound. 1 week ago
Zed A. Shaw a0c0308461 More boss fight UI done and a bit of ambient sound working. 1 week ago
Zed A. Shaw 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 1 week ago
Zed A. Shaw a72d2879fd Don't need the debugging. 2 weeks ago
Zed A. Shaw 11ea08bc7f Have a little debug minimap in the top right when autowalking with debug on. 2 weeks ago
Zed A. Shaw da1e38e21c Works a bit better now, but still gets stuck on combat and sometimes in alleys. 2 weeks ago
Zed A. Shaw cdb930a7f2 Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices. 2 weeks ago
Zed A. Shaw 87e1c25cd5 Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. 2 weeks ago
Zed A. Shaw e6c225f1c8 Refactor the Map::neighbors so that it's part of pathing where it should be. 2 weeks ago
Zed A. Shaw d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 2 weeks ago
Zed A. Shaw 1aba26831b Also allow mouse clicks to stop autowalk. 2 weeks ago
Zed A. Shaw d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. 2 weeks ago
Zed A. Shaw 14a96d0b63 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. 2 weeks ago
Zed A. Shaw a876229e18 Forgot the rat king graphic. 2 weeks ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks ago
Zed A. Shaw b75a2b8c31 Add the rat king. 2 weeks ago
Zed A. Shaw 54fbf22b6d 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. 2 weeks ago
Zed A. Shaw e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2 weeks ago
Zed A. Shaw 9d49c6a30b Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 2 weeks ago
Zed A. Shaw 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 2 weeks ago
Zed A. Shaw 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
Zed A. Shaw 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2 weeks ago
Zed A. Shaw dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. 2 weeks ago
Zed A. Shaw 0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. 2 weeks ago
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 weeks ago
Zed A. Shaw b7f49aa719 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. 2 weeks ago
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2 weeks ago
Zed A. Shaw b8bafdcab5 Forgot the pickup sound. 2 weeks ago
Zed A. Shaw daae239831 Created a simple pickup sound that sounds like you put something in your bag. 2 weeks ago
Zed A. Shaw 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 2 weeks ago
Zed A. Shaw 389690e5c3 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. 2 weeks ago
Zed A. Shaw 2261e6f418 Remove that terrible walking sound. 2 weeks ago
Zed A. Shaw 6e56de08c5 Quick little fix to add a blank sound for placeholders. 2 weeks ago
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 2 weeks ago
Zed A. Shaw 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2 weeks ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 2 weeks ago
Zed A. Shaw 80a0f2ba75 Basic simple animations where the enemies just move forward. 2 weeks ago
Zed A. Shaw 947ccbe180 A simple config loader test. 2 weeks ago
Zed A. Shaw b8bb49df2c A basic components test that just loads all the config files and their components into a world. 2 weeks ago
Zed A. Shaw d0a6a92bc8 More testing improvements. 2 weeks ago
Zed A. Shaw 84fff71344 Remove some dead functions. 2 weeks ago
Zed A. Shaw 4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2 weeks ago
Zed A. Shaw b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2 weeks ago
Zed A. Shaw 0260e3d345 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. 2 weeks ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2 weeks ago
Zed A. Shaw 6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. 2 weeks ago
Zed A. Shaw dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 2 weeks ago
Zed A. Shaw 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2 weeks ago
Zed A. Shaw a7a60ad35c 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. 2 weeks ago