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raycaster
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Commit Graph
29 Commits (version-0.1)
Author
SHA1
Message
Date
Zed A. Shaw
5c815cf755
Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level.
5 days ago
Zed A. Shaw
64807174c0
Initial idea for the boss fight UI but it's just a temporary holder for now.
1 week 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 weeks ago
Zed A. Shaw
1886c99920
A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
2 weeks ago
Zed A. Shaw
389690e5c3
Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
2 weeks ago
Zed A. Shaw
f3e1413022
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
2 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
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
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
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
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
6b9c67beec
Add some debug boxes around the fonts to figure out why they aren't vertically centered.
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
60ed686eb0
Already better than CSS because I can center stuff.
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
1c8f542c21
Nuke taught me the other way to make class enums not suck so I guess no FU?
3 weeks ago
Zed A. Shaw
9b3b81683a
Separate out the major UIs to get ready for their development, and enable debug button.
3 weeks ago