Zed A. Shaw
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dfd3118d04
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Make the transitions more solid by having an open/close set of functions to maintain cleaning up internal state.
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3 weeks ago |
Zed A. Shaw
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029a0f86ae
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Drag now show the icon while you're dragging, so now need to work out all of the edge cases for each action.
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3 weeks ago |
Zed A. Shaw
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ca74b817e5
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You can grab stuff off the ground and put in your inventory but it doesn't show the sprite while you do it yet.
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3 weeks ago |
Zed A. Shaw
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cd02507023
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Make a function that handles the mouse events for everything since those are very similar.
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3 weeks ago |
Zed A. Shaw
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d99d9a68c8
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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.
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3 weeks ago |
Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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4 weeks ago |
Zed A. Shaw
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9468990f76
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DNDLoot works now, just had to fix a problem with the constructor.
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4 weeks ago |
Zed A. Shaw
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82ee8f68f7
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Created a separate FSM for the DND functionality that compiles but need to wire it in to work.
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4 weeks ago |
Zed A. Shaw
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1ab708c4eb
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Clean up more of the FSM so that it's almost nothing.Now I'll try to make a stand-alone 'dnd' state machine to handle drag and drop functionality.
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4 weeks ago |
Zed A. Shaw
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06a843f169
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Autowalker does some basic item pickup now, just for testing.
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4 weeks ago |
Zed A. Shaw
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af933c827a
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Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground.
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4 weeks ago |
Zed A. Shaw
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7db64b73c5
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Made some notes for the next bit of work.
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4 weeks ago |
Zed A. Shaw
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7b0bac4f59
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You now click on things to interact with them.
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4 weeks ago |
Zed A. Shaw
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2aa4f0a2e8
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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.
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4 weeks ago |
Zed A. Shaw
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2458f01ebd
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Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff.
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4 weeks ago |
Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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4 weeks ago |
Zed A. Shaw
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38159a5f84
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Fix the window coordinates so that you can resize.
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4 weeks ago |
Zed A. Shaw
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d6c5a89251
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Fix the last few loot bugs before actually implementing the data model for inventory and loot.
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4 weeks ago |
Zed A. Shaw
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4a48910273
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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.
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4 weeks ago |
Zed A. Shaw
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e01e697535
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Move now works better, and the API is a lot cleaner. Now just need to make it not crash.
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4 weeks ago |
Zed A. Shaw
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be7b86a913
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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.
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4 weeks ago |
Zed A. Shaw
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570b70ab0c
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More of the drag/drop is handled by the GrabSource/DropTarget components.
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4 weeks ago |
Zed A. Shaw
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7a551cf83a
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Remove commit_drop from status and loot UI since DropTarget already does that.
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4 weeks ago |
Zed A. Shaw
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343f3a246f
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Cleaned up and unified the source before the big refactor.
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4 weeks ago |
Zed A. Shaw
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0d6a71b06f
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Fixed a couple little bugs in the state so now can refactor out the dnd code.
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4 weeks ago |
Zed A. Shaw
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2a6b892e7f
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Can now round-trip a torch from loot to inventory and back.
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4 weeks ago |
Zed A. Shaw
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4b0d76bbcc
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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.
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4 weeks ago |
Zed A. Shaw
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3e0adf0c22
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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.
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4 weeks ago |
Zed A. Shaw
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47c219b86e
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Disable inventory select for now until I can get drag-n-drop formalized better.
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4 weeks ago |
Zed A. Shaw
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e1c2869d1c
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Sometimes we click too fast in the router to just handle it in IDLE.
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4 weeks ago |
Zed A. Shaw
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461ad03d27
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Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.
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1 month ago |
Zed A. Shaw
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842aac3127
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Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI.
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1 month ago |
Zed A. Shaw
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94385b195d
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Mostly worked out how to do looting but now need how to take out of inventory and put into loot.
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1 month ago |
Zed A. Shaw
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c509162be1
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The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it.
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1 month ago |
Zed A. Shaw
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5aa54d875f
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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.
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1 month ago |
Zed A. Shaw
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0674908e49
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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.
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1 month ago |
Zed A. Shaw
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5c47a0151c
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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.
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1 month ago |
Zed A. Shaw
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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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1 month ago |
Zed A. Shaw
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f208ca946e
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Made the components module work like textures and sound so that there's just one constant map of components.
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1 month ago |
Zed A. Shaw
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ab391aaa97
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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.
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1 month ago |
Zed A. Shaw
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b8d2d1870d
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Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
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1 month ago |
Zed A. Shaw
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e8199a973c
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Fix up the healing potion so it looks more like a healing potion.
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1 month ago |
Zed A. Shaw
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d2a5dfa713
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Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
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1 month ago |
Zed A. Shaw
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e45de2a2cf
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The config now prints a way better error message if you give it a bad file to use.
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1 month ago |
Zed A. Shaw
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dc8648016d
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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.
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1 month ago |
Zed A. Shaw
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3dc70c3af6
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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1 month ago |
Zed A. Shaw
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74a1801069
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More scripts for converting and pixelating images for the game.
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1 month ago |
Zed A. Shaw
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cdd58ee21a
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Another nice scritp from fred.
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1 month ago |
Zed A. Shaw
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31df3fe7a3
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Better light ceiling and floor tiles.
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1 month ago |
Zed A. Shaw
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dd463d7d6e
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Did a bunch of pixelation tests and I think this is the best setup so far.
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1 month ago |