Commit Graph

3 Commits (dd4f77a106f4cfce292099563d041c9a5e46cb10)

Author SHA1 Message Date
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 weeks ago
Zed A. Shaw 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2 weeks 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 weeks ago
Zed A. Shaw 4a1a8a7d65 Mostly working overlay to show when in combat or not. 3 weeks ago
Zed A. Shaw 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 3 weeks ago
Zed A. Shaw d8e1fc7aa3 I have the overlay display the low health blood using the gui system. 3 weeks ago
Zed A. Shaw 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 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 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 f10498425e Make the FPS/debug output render in a better place and not so in your face. 3 weeks ago
Zed A. Shaw bfe0d797c8 Status UI now has a log and some buttons. 3 weeks ago
Zed A. Shaw 3a6ba8445a Added a Background guecs component. 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 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. 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 46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 3 weeks ago
Zed A. Shaw cfe56bbf99 Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. 3 weeks ago
Zed A. Shaw 79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. 3 weeks ago
Zed A. Shaw a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. 3 weeks ago
Zed A. Shaw e106ad4be7 Can click on buttons and make them change color. 3 weeks ago
Zed A. Shaw 872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. 3 weeks ago
Zed A. Shaw f8dd5d816f Basic combat system prototype works, but needs more GUI love to really work in the game. 3 weeks ago
Zed A. Shaw 8a6b38c1a4 Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out. 4 weeks ago
Zed A. Shaw d2700d2928 You now have blood on your screen when below half health. 4 weeks ago
Zed A. Shaw 1c8f542c21 Nuke taught me the other way to make class enums not suck so I guess no FU? 4 weeks ago
Zed A. Shaw 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 4 weeks ago
Zed A. Shaw 7eec67ffc8 Got some buttons down now to make them do stuff. 4 weeks ago
Zed A. Shaw be4d0d51de Two main GUI elements are placed for the left side status and the bottom combat UIs. 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 21e087ded5 Basic UI positioning and layout prior to designing the UI and setting a place for the combat system. 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 6da830595c Clean up the GUI some by moving the map_view out into its own file. 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 e2bd61a1e4 Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there. 4 weeks ago
Zed A. Shaw abd843d5ec Very basic attack system. 4 weeks ago
Zed A. Shaw 51972b0c35 Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup. 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 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 55b67dcf5d Fix a bug where enemies will path into the player's space because collision isn't done at the right time. I think this may need another fix in the future when we get to the combat. 1 month ago
Zed A. Shaw 3986e6978e Sprites now have a distance lighting calculation that's the same as the raycaster using a shader. 1 month ago
Zed A. Shaw a19bc47904 FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0. 1 month ago
Zed A. Shaw 25ad9b51f8 Really crappy minimap now displays. 1 month ago
Zed A. Shaw e85b5d998b System now controls the motion better since it's not GUIs job. 1 month ago
Zed A. Shaw 1973a7a1df GUI MOVE state is now cleaner and the camera is more consistent. 1 month ago
Zed A. Shaw b0437d352b Cleaned up a lot but now trying to refactor some more but making a mistake. 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 d0badedbd9 More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems. 1 month ago