Commit Graph

70 Commits (d4355a608d79b91b5f48de7e9816dec58118209e)

Author SHA1 Message Date
Zed A. Shaw a876229e18 Forgot the rat king graphic. 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 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 e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 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 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 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 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 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 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 49a71e257e GUI for combat now works better and I can create sprites for things if I want. 3 weeks ago
Zed A. Shaw 615599084a Bring in a spider enemy. 3 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 e7e0df6b70 New rat enemy. 3 weeks ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 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
Zed A. Shaw d38e2cb0f2 All of the assets I need right now are done. 4 weeks ago
Zed A. Shaw 4027b70867 More assets. 4 weeks ago
Zed A. Shaw 583ad6d9c5 Create a bunch of textures for sprites in the game. 4 weeks ago
Zed A. Shaw 90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 4 weeks ago
Zed A. Shaw 421cca308b Fixed player showing up as an enemy and did better map centering. 4 weeks ago
Zed A. Shaw abd843d5ec Very basic attack system. 4 weeks ago
Zed A. Shaw 6bca6d021e Sprite is now a component we can place on anything to render it. 4 weeks ago
Zed A. Shaw 0cbe20af35 Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. 4 weeks ago
Zed A. Shaw a4c13f7fc9 Maps are back and have color now. TileCell needs a rework. 4 weeks ago
Zed A. Shaw 27bb08d62c Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data. 4 weeks ago
Zed A. Shaw b6831b75a3 This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format. 4 weeks ago
Zed A. Shaw a69be90464 Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 4 weeks ago
Zed A. Shaw 9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 weeks ago
Zed A. Shaw d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 1 month ago
Zed A. Shaw 25ad9b51f8 Really crappy minimap now displays. 1 month ago
Zed A. Shaw 4b18b21861 Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. 1 month ago
Zed A. Shaw 14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. 1 month ago
Zed A. Shaw a67d25ee10 Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly. 1 month ago