Commit Graph

94 Commits (ca74b817e5a5a82c73b8216ac092109ba02a2d61)

Author SHA1 Message Date
Zed A. Shaw d99d9a68c8 Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though. 5 days ago
Zed A. Shaw 7fc32b0248 Trying out Ragel's state machine generation as an alternative to the DinkyFSM style. 6 days ago
Zed A. Shaw 82ee8f68f7 Created a separate FSM for the DND functionality that compiles but need to wire it in to work. 7 days ago
Zed A. Shaw 86eabed3db Now when you loot an item the loot UI works. 1 week ago
Zed A. Shaw 4a48910273 There's a UISystem now for to compliment the entities and components in GUECS. I now use that to do the drag/drop transfers instead of raw code right in the FSM. 1 week ago
Zed A. Shaw 5aa54d875f Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop. 2 weeks ago
Zed A. Shaw 0674908e49 Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM. 2 weeks ago
Zed A. Shaw 4b34de2109 Initial loot UI works to load an item by its world entity ID. 2 weeks ago
Zed A. Shaw ab391aaa97 Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away. 3 weeks ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 4 weeks ago
Zed A. Shaw 7a0b2f988d Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around. 1 month ago
Zed A. Shaw 6cbfcf993e Meson build was using the wrong sfml_main on windows. 1 month ago
Zed A. Shaw a2246d2b71 Move the map_view and mini_map into gui as well. 1 month ago
Zed A. Shaw bed5ce22d2 Move gui_fsm to fsm but this causes some problems. 1 month ago
Zed A. Shaw cc44c9d37a Move the guecstra stuff into the gui. 1 month ago
Zed A. Shaw dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. 1 month ago
Zed A. Shaw 8545b8cf1d Simple Loot UI started. 1 month ago
Zed A. Shaw 74a8599977 Fully converted to using the lel-guecs library externally now. 1 month ago
Zed A. Shaw abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 2 months ago
Zed A. Shaw c51d46aeb8 Meson build now attempts to force local only build and linkage. 2 months ago
Zed A. Shaw 35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. 2 months ago
Zed A. Shaw 724d3edb61 Wrote my own quick and dirty fragment shader viewer. 2 months ago
Zed A. Shaw e11a374d26 No need to compile arena anymore. 2 months ago
Zed A. Shaw ca328e10dc Rework the source so that battle is in its own thing to work on. 2 months ago
Zed A. Shaw 07ce8a4148 New debug_ui that shows perf data, other debug info, and allows spawning enemies. 3 months 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 months ago
Zed A. Shaw da273cbee6 Refactored rituals so they can be used in different situations. 3 months ago
Zed A. Shaw 322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 3 months 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. 3 months ago
Zed A. Shaw 1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 3 months ago
Zed A. Shaw 263b7741f6 The ritual UI is now in its own thing, but not hooked up yet. 3 months ago
Zed A. Shaw 0efb17371b Now have a simple stats test. 3 months 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. 3 months ago
Zed A. Shaw 49531ba148 Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing. 3 months ago
Zed A. Shaw 63f032ff12 BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that. 3 months ago
Zed A. Shaw fc66d221d4 Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. 3 months ago
Zed A. Shaw 3f83d3f0bb A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 3 months ago
Zed A. Shaw a079f882df Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 3 months ago
Zed A. Shaw 01525388ec GOAP is now working in a basic way, time to clean it up. 3 months ago
Zed A. Shaw a34becdaeb A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. 3 months ago
Zed A. Shaw b7948f8154 Build is working on both OSX and Windows. Now for linux. 3 months ago
Zed A. Shaw e1f9942da3 Mostly working OSX build options, but it crashes on close with a thread error. 4 months ago
Zed A. Shaw 28b900e4ff Finally created an installer so people can try the game. 4 months ago
Zed A. Shaw 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 4 months ago
Zed A. Shaw d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 4 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. 4 months ago
Zed A. Shaw 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 4 months ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 4 months ago
Zed A. Shaw 947ccbe180 A simple config loader test. 4 months ago
Zed A. Shaw d0a6a92bc8 More testing improvements. 4 months ago