Commit Graph

172 Commits (baa4d8ee2b539f48584d27f43309c5a78fd238af)
 

Author SHA1 Message Date
Zed A. Shaw baa4d8ee2b Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon? 3 weeks ago
Zed A. Shaw 3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 3 weeks ago
Zed A. Shaw 0199248354 New axe wielding ranger for you to kill. 3 weeks ago
Zed A. Shaw f2b7871d12 Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. 3 weeks ago
Zed A. Shaw e04c03b381 Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting. 3 weeks ago
Zed A. Shaw 6447f86954 Status UI now fakes a kind of 'hot bar' inventory display. 3 weeks ago
Zed A. Shaw f10498425e Make the FPS/debug output render in a better place and not so in your face. 3 weeks ago
Zed A. Shaw bfe0d797c8 Status UI now has a log and some buttons. 3 weeks ago
Zed A. Shaw 3a6ba8445a Added a Background guecs component. 3 weeks ago
Zed A. Shaw 69a810b5a1 Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. 3 weeks ago
Zed A. Shaw 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. 3 weeks ago
Zed A. Shaw 9c66e870d2 Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same. 3 weeks ago
Zed A. Shaw 49a71e257e GUI for combat now works better and I can create sprites for things if I want. 3 weeks ago
Zed A. Shaw 46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 3 weeks ago
Zed A. Shaw 615599084a Bring in a spider enemy. 3 weeks ago
Zed A. Shaw deb235dbc5 This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage. 3 weeks ago
Zed A. Shaw 2a4ada81bb Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. 4 weeks ago
Zed A. Shaw 8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. 3 weeks ago
Zed A. Shaw 7c1f05c801 Combat UI is alright but need to now make a few common widgets. 3 weeks ago
Zed A. Shaw cfe56bbf99 Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. 3 weeks ago
Zed A. Shaw 232c994347 HP bar is working, and next just need to make the combat gui actually work. 3 weeks ago
Zed A. Shaw 3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. 3 weeks ago
Zed A. Shaw 79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. 3 weeks ago
Zed A. Shaw f884b83809 SFML's use of fonts is bizarre. It gives you a bounding box for the font, but then just ignores it and positions the text using the baseline, which is then outside of the bounding box. This is a quick fix but still looks wrong. 3 weeks ago
Zed A. Shaw 55feff23fb Make the README better so people can try to build it. 3 weeks ago
Zed A. Shaw 6b9c67beec Add some debug boxes around the fonts to figure out why they aren't vertically centered. 3 weeks ago
Zed A. Shaw 45ad16c010 A bit more refinement. 3 weeks ago
Zed A. Shaw a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. 3 weeks ago
Zed A. Shaw e106ad4be7 Can click on buttons and make them change color. 3 weeks ago
Zed A. Shaw 7f9e200abe LEL can now do hit detection on squares. 3 weeks ago
Zed A. Shaw aa149b6574 Can now use lel::center to center something inside a cell. 3 weeks ago
Zed A. Shaw c03a384372 You can now prefix a size with % and it will do percentage for the size, even over 100. 3 weeks ago
Zed A. Shaw d558da1620 Just move all the one-liner functions straight into the parser. 3 weeks ago
Zed A. Shaw 60ed686eb0 Already better than CSS because I can center stuff. 3 weeks ago
Zed A. Shaw 1620a5420f Use a lel:: namespace. 3 weeks ago
Zed A. Shaw cebf61a794 LEL is able to position right/left/top/bottom and expand out too. 3 weeks ago
Zed A. Shaw 872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. 3 weeks ago
Zed A. Shaw 846b7aaf16 Initial cut of the lel parser mostly working but none of the basic alignment properties work. 3 weeks ago
Zed A. Shaw e7e0df6b70 New rat enemy. 3 weeks ago
Zed A. Shaw 02a385e707 Make the DinkyECS test fully isolated. 3 weeks ago
Zed A. Shaw f8dd5d816f Basic combat system prototype works, but needs more GUI love to really work in the game. 3 weeks ago
Zed A. Shaw bfd2718cc9 Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. 3 weeks ago
Zed A. Shaw 8a6b38c1a4 Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out. 4 weeks ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 4 weeks ago
Zed A. Shaw 1c8f542c21 Nuke taught me the other way to make class enums not suck so I guess no FU? 4 weeks ago
Zed A. Shaw 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 4 weeks ago
Zed A. Shaw 7eec67ffc8 Got some buttons down now to make them do stuff. 4 weeks ago
Zed A. Shaw be4d0d51de Two main GUI elements are placed for the left side status and the bottom combat UIs. 4 weeks ago
Zed A. Shaw 1790eec697 Went with just making the left gui frame monochrome to sort out its value structure compared to the scene. 4 weeks ago
Zed A. Shaw 9fe7cac79b Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. 4 weeks ago