Commit Graph

22 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 e18aeaf05c Bring back a simple blood splatter texture. 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 72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 4 weeks 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 e1f9942da3 Mostly working OSX build options, but it crashes on close with a thread error. 2 months 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 e020f25dd1 Move the compass to the left so that enemies don't have N on their head. 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 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 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 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 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 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