Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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3 weeks ago |
Zed A. Shaw
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8bbafc4d10
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Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50.
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3 weeks ago |
Zed A. Shaw
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0d79ce35b3
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Every sprite's dimensions are now taken from their config rather than a global. Closes #42.
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3 weeks ago |
Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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3 weeks ago |
Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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3 weeks ago |
Zed A. Shaw
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cad51f4908
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Use RGBA for the uint32_t color pixels. Closes #49.
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3 weeks ago |
Zed A. Shaw
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ab1a415b55
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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3 weeks ago |
Zed A. Shaw
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75c28cd764
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Fixed a few places. Closes #11
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4 weeks ago |
Zed A. Shaw
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b603ef5a3f
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Forgot to update the level in the RitualUI so nothing actually worked. Closes #41.
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4 weeks ago |
Zed A. Shaw
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6a0725e401
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Simply re-init the overlay on new level. Closes #14.
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4 weeks ago |
Zed A. Shaw
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02c42eb042
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System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing. Closes #46.
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4 weeks ago |
Zed A. Shaw
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6437bd3b54
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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4 weeks ago |
Zed A. Shaw
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7602fb0b31
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Not using Weapon anymore.
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4 weeks ago |
Zed A. Shaw
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57d69015c2
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Renamed to random_walk since that's what it called. Closes #26.
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4 weeks ago |
Zed A. Shaw
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769530b45c
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Now standardized on GameConfig everywhere I can. Closes #28.
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4 weeks ago |
Zed A. Shaw
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b0204772c7
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Need to not transition out of END if the slot clicked is empty. Closes #45
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4 weeks ago |
Zed A. Shaw
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19682fd0bc
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Add the frame width/height to SpriteTexture. Closes #13
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4 weeks ago |
Zed A. Shaw
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ea92dcc3c4
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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4 weeks ago |
Zed A. Shaw
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fcd1bc589c
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Make a function to access overlay cells Closes #35.
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4 weeks ago |
Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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4 weeks ago |
Zed A. Shaw
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689bb150c6
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I think that's all the edge cases handled. You can more loot around fairly arbitrarily.
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4 weeks ago |
Zed A. Shaw
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6ff1919587
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Cleaned up the move operation more so that I can use it in the other places that I need it.
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4 weeks ago |
Zed A. Shaw
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f559b5a39d
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Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG.
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4 weeks ago |
Zed A. Shaw
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6a72d1160f
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When things die you get their things.
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1 month ago |
Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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1 month ago |
Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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1 month ago |
Zed A. Shaw
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e0588847fa
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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.
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1 month ago |
Zed A. Shaw
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2c6565c40a
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Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container.
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1 month ago |
Zed A. Shaw
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812407c3df
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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1 month ago |
Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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1 month ago |
Zed A. Shaw
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119b3ed11d
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Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now.
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1 month ago |
Zed A. Shaw
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68e50342e5
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Can now drag an item out of inventory and drop it.
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1 month ago |
Zed A. Shaw
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87459d41bb
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Add the buttons I'll need for the next round of development.
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1 month ago |
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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |