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raycaster
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Commit Graph
28 Commits (eb709930f5e0d7473e668d248bb223fb8c439e18)
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Date
Zed A. Shaw
eb709930f5
Combat UI now uses different icons for different attack elements.
2 days ago
Zed A. Shaw
bf8a2dc0c5
Simple quick way to do different attacks that play different shaders.
4 days ago
Zed A. Shaw
7186c2ecb0
I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting.
2 weeks ago
Zed A. Shaw
b5d93399d5
Converted the buttons to reflect the actions you can take.
3 weeks ago
Zed A. Shaw
d7e9944e58
Change the buttons to text for development until I can get the icons/art.
3 weeks ago
Zed A. Shaw
07ce8a4148
New debug_ui that shows perf data, other debug info, and allows spawning enemies.
3 weeks ago
Zed A. Shaw
5af9a6664e
Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
1 month ago
Zed A. Shaw
64807174c0
Initial idea for the boss fight UI but it's just a temporary holder for now.
2 months ago
Zed A. Shaw
29e6d45dc6
Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
2 months ago
Zed A. Shaw
f3e1413022
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
2 months ago
Zed A. Shaw
70a9420c11
Started the overlay UI but need to make it possible to add/remove components to it.
2 months ago
Zed A. Shaw
722d55d948
Refactored the GUECS system to have its own namespace then got Meter to work.
2 months ago
Zed A. Shaw
49a71e257e
GUI for combat now works better and I can create sprites for things if I want.
2 months 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.
2 months 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.
2 months ago
Zed A. Shaw
7c1f05c801
Combat UI is alright but need to now make a few common widgets.
2 months ago
Zed A. Shaw
232c994347
HP bar is working, and next just need to make the combat gui actually work.
2 months ago
Zed A. Shaw
3ec2bf4784
Can now do UI rendering based on the name and also have gaps in the grid reliably.
2 months ago
Zed A. Shaw
79c84ce885
New design on LEL that's way more sane and allows for more flexible columns and rows.
2 months ago
Zed A. Shaw
6b9c67beec
Add some debug boxes around the fonts to figure out why they aren't vertically centered.
2 months ago
Zed A. Shaw
45ad16c010
A bit more refinement.
2 months ago
Zed A. Shaw
a7991a8f06
Fixing more bugs related to percentages and then prototype a more complex UI.
2 months ago
Zed A. Shaw
e106ad4be7
Can click on buttons and make them change color.
2 months ago
Zed A. Shaw
aa149b6574
Can now use lel::center to center something inside a cell.
2 months ago
Zed A. Shaw
1620a5420f
Use a lel:: namespace.
2 months ago
Zed A. Shaw
872cedc8e1
LEL is working at a basic grid level, able to render boxes where I want.
2 months ago
Zed A. Shaw
1c8f542c21
Nuke taught me the other way to make class enums not suck so I guess no FU?
2 months ago
Zed A. Shaw
9b3b81683a
Separate out the major UIs to get ready for their development, and enable debug button.
2 months ago