Commit Graph

230 Commits (e020f25dd10f134fad4fd5c576a069c9c819941b)
 

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 59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. 3 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 f2b7871d12 Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. 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 6447f86954 Status UI now fakes a kind of 'hot bar' inventory display. 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 9c66e870d2 Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same. 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 615599084a Bring in a spider enemy. 3 weeks ago
Zed A. Shaw deb235dbc5 This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage. 3 weeks ago
Zed A. Shaw 2a4ada81bb Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. 4 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 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 232c994347 HP bar is working, and next just need to make the combat gui actually work. 3 weeks ago
Zed A. Shaw 3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. 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 f884b83809 SFML's use of fonts is bizarre. It gives you a bounding box for the font, but then just ignores it and positions the text using the baseline, which is then outside of the bounding box. This is a quick fix but still looks wrong. 3 weeks ago
Zed A. Shaw 55feff23fb Make the README better so people can try to build it. 3 weeks ago
Zed A. Shaw 6b9c67beec Add some debug boxes around the fonts to figure out why they aren't vertically centered. 3 weeks ago
Zed A. Shaw 45ad16c010 A bit more refinement. 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 7f9e200abe LEL can now do hit detection on squares. 3 weeks ago
Zed A. Shaw aa149b6574 Can now use lel::center to center something inside a cell. 3 weeks ago
Zed A. Shaw c03a384372 You can now prefix a size with % and it will do percentage for the size, even over 100. 3 weeks ago
Zed A. Shaw d558da1620 Just move all the one-liner functions straight into the parser. 3 weeks ago
Zed A. Shaw 60ed686eb0 Already better than CSS because I can center stuff. 3 weeks ago
Zed A. Shaw 1620a5420f Use a lel:: namespace. 3 weeks ago
Zed A. Shaw cebf61a794 LEL is able to position right/left/top/bottom and expand out too. 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 846b7aaf16 Initial cut of the lel parser mostly working but none of the basic alignment properties work. 3 weeks ago
Zed A. Shaw e7e0df6b70 New rat enemy. 3 weeks ago
Zed A. Shaw 02a385e707 Make the DinkyECS test fully isolated. 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 bfd2718cc9 Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. 3 weeks ago