Commit Graph

44 Commits (c7c48658bda4d5d7db69f721431161c1bdf2dcc4)

Author SHA1 Message Date
Zed A. Shaw c7c48658bd Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor. 3 weeks ago
Zed A. Shaw 07ce8a4148 New debug_ui that shows perf data, other debug info, and allows spawning enemies. 3 weeks ago
Zed A. Shaw 4f090159ab Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test. 3 weeks ago
Zed A. Shaw 72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 1 month ago
Zed A. Shaw 6fe343d82d Bad commit previously, but not minimap updates. 1 month ago
Zed A. Shaw 322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 1 month ago
Zed A. Shaw 6c9016eb0f After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it. 1 month ago
Zed A. Shaw a53f81715d Have a basic map prototype gui working. 1 month ago
Zed A. Shaw 65c9e4b0c6 Initially implemented 'ritual blanket' UI for the crafting of rituals in combat. 1 month ago
Zed A. Shaw a6d83db20c Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. 1 month ago
Zed A. Shaw d3158291f7 Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 1 month ago
Zed A. Shaw db5a371766 Moving some stuff around before writing a test to confirm the EntityAI. 1 month ago
Zed A. Shaw f3e157a0f7 Enemy AI is now prototyped and can find the player and attack them. 1 month ago
Zed A. Shaw ad71631809 Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. 1 month ago
Zed A. Shaw ca18422930 BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 2 months ago
Zed A. Shaw a3f6ba3c03 Refactored the bossfight_ui so it will work with any description of a boss fight. 2 months ago
Zed A. Shaw 43835da88f Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 2 months ago
Zed A. Shaw 25d782df6d Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. 2 months ago
Zed A. Shaw a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. 2 months ago
Zed A. Shaw a0c0308461 More boss fight UI done and a bit of ambient sound working. 2 months ago
Zed A. Shaw 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 2 months ago
Zed A. Shaw a72d2879fd Don't need the debugging. 2 months 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 months ago
Zed A. Shaw d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 2 months ago
Zed A. Shaw 1aba26831b Also allow mouse clicks to stop autowalk. 2 months 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 months 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 months ago
Zed A. Shaw 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 months 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 months ago
Zed A. Shaw e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2 months 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 months 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 months ago
Zed A. Shaw e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 months 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 months ago
Zed A. Shaw fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2 months ago
Zed A. Shaw 6e56de08c5 Quick little fix to add a blank sound for placeholders. 2 months ago
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 2 months ago
Zed A. Shaw 4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2 months 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 months ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2 months ago
Zed A. Shaw 6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. 2 months 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 months ago
Zed A. Shaw 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2 months 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 months ago
Zed A. Shaw 4a1a8a7d65 Mostly working overlay to show when in combat or not. 2 months ago
Zed A. Shaw 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 2 months ago
Zed A. Shaw d8e1fc7aa3 I have the overlay display the low health blood using the gui system. 2 months ago
Zed A. Shaw 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 2 months 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. 2 months 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. 2 months ago