Commit Graph

24 Commits (fb064ffbf12c18bf4bbd623180da932c3c49cb78)

Author SHA1 Message Date
Zed A. Shaw fb064ffbf1 Loot boxes now have ritual items and you can click on them, or the enemy just dies. 4 days ago
Zed A. Shaw 812407c3df Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. 5 days ago
Zed A. Shaw a0eff927b6 Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 6 days ago
Zed A. Shaw 119b3ed11d 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. 1 week ago
Zed A. Shaw 2aa4f0a2e8 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. 2 weeks ago
Zed A. Shaw f208ca946e Made the components module work like textures and sound so that there's just one constant map of components. 3 weeks ago
Zed A. Shaw 1a9e068d02 Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though. 2 months ago
Zed A. Shaw ad1d08ca96 There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP. 2 months ago
Zed A. Shaw bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 2 months ago
Zed A. Shaw 787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. 2 months ago
Zed A. Shaw e6a8a8b338 Fixed the map so that it shows directional arrows instead of a compass. 3 months ago
Zed A. Shaw c7c48658bd Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor. 3 months ago
Zed A. Shaw 2e79cf8781 Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me. 3 months ago
Zed A. Shaw d3158291f7 Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 3 months ago
Zed A. Shaw db5a371766 Moving some stuff around before writing a test to confirm the EntityAI. 3 months ago
Zed A. Shaw f3e157a0f7 Enemy AI is now prototyped and can find the player and attack them. 3 months ago
Zed A. Shaw ad71631809 Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. 3 months ago
Zed A. Shaw ee804581a8 Autowalker is working way better and now I have a plan for using the AI in the System. 3 months ago
Zed A. Shaw 0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. 4 months 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. 4 months ago
Zed A. Shaw f8dd5d816f Basic combat system prototype works, but needs more GUI love to really work in the game. 4 months 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. 5 months ago
Zed A. Shaw e85b5d998b System now controls the motion better since it's not GUIs job. 5 months ago
Zed A. Shaw 2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 5 months ago