Zed A. Shaw
|
d93bc1615c
|
Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
|
3 days ago |
Zed A. Shaw
|
ff7111b006
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
4 days ago |
Zed A. Shaw
|
b311713064
|
Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
|
5 days ago |
Zed A. Shaw
|
f64b202ee7
|
Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
|
3 weeks ago |
Zed A. Shaw
|
584c4e9f67
|
Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
|
3 weeks ago |
Zed A. Shaw
|
8c8d6dc9e7
|
Clean things up before solving the move problem.
|
4 weeks ago |
Zed A. Shaw
|
b6d1ae2700
|
Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
|
4 weeks ago |
Zed A. Shaw
|
e0588847fa
|
Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
|
1 month ago |
Zed A. Shaw
|
2c6565c40a
|
Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container.
|
1 month ago |
Zed A. Shaw
|
812407c3df
|
Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
|
1 month ago |
Zed A. Shaw
|
a0eff927b6
|
Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
|
1 month ago |
Zed A. Shaw
|
87459d41bb
|
Add the buttons I'll need for the next round of development.
|
1 month ago |
Zed A. Shaw
|
2aa4f0a2e8
|
Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
|
1 month ago |
Zed A. Shaw
|
d6c5a89251
|
Fix the last few loot bugs before actually implementing the data model for inventory and loot.
|
2 months 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.
|
2 months ago |
Zed A. Shaw
|
e01e697535
|
Move now works better, and the API is a lot cleaner. Now just need to make it not crash.
|
2 months ago |
Zed A. Shaw
|
be7b86a913
|
Mostly refactored out the common things for drag/drop so now just to refine how it's used and bring back moving the sprite around.
|
2 months ago |
Zed A. Shaw
|
570b70ab0c
|
More of the drag/drop is handled by the GrabSource/DropTarget components.
|
2 months ago |
Zed A. Shaw
|
7a551cf83a
|
Remove commit_drop from status and loot UI since DropTarget already does that.
|
2 months ago |
Zed A. Shaw
|
343f3a246f
|
Cleaned up and unified the source before the big refactor.
|
2 months ago |
Zed A. Shaw
|
2a6b892e7f
|
Can now round-trip a torch from loot to inventory and back.
|
2 months ago |
Zed A. Shaw
|
4b0d76bbcc
|
Even better API, but still not the best organization. This will let me implement both sides, then I can pull it out and try to generalize it into a few guecs components.
|
2 months ago |
Zed A. Shaw
|
3e0adf0c22
|
Better meaning API on both sides for the drag-n-drop operations, but I _swear_ there's a way to do this in the GrabSource/DropTarget instead.
|
2 months ago |
Zed A. Shaw
|
461ad03d27
|
Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.
|
2 months ago |
Zed A. Shaw
|
842aac3127
|
Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI.
|
2 months ago |
Zed A. Shaw
|
94385b195d
|
Mostly worked out how to do looting but now need how to take out of inventory and put into loot.
|
2 months ago |
Zed A. Shaw
|
5c47a0151c
|
Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
|
2 months ago |
Zed A. Shaw
|
4b34de2109
|
Initial loot UI works to load an item by its world entity ID.
|
2 months ago |
Zed A. Shaw
|
dc8648016d
|
Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
|
2 months ago |
Zed A. Shaw
|
bed5ce22d2
|
Move gui_fsm to fsm but this causes some problems.
|
2 months ago |
Zed A. Shaw
|
cc44c9d37a
|
Move the guecstra stuff into the gui.
|
2 months ago |
Zed A. Shaw
|
dfc6aa08e9
|
Loot UI is now mostly formed, just need to get loot into it and make it work.
|
2 months ago |
Zed A. Shaw
|
8545b8cf1d
|
Simple Loot UI started.
|
2 months ago |