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145 Commits

Author SHA1 Message Date
Zed A. Shaw b6d1ae2700 Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 7 hours ago
Zed A. Shaw efdb0cb119 Just use get_if here instead. 7 hours ago
Zed A. Shaw 8bbafc4d10 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. 1 day ago
Zed A. Shaw 0d79ce35b3 Every sprite's dimensions are now taken from their config rather than a global. Closes #42. 1 day ago
Zed A. Shaw a418b48e94 Don't re-run the whole next level thing on every spawned item. Closes #48 1 day ago
Zed A. Shaw b28b76ee2d Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. 1 day ago
Zed A. Shaw cad51f4908 Use RGBA for the uint32_t color pixels. Closes #49. 2 days ago
Zed A. Shaw ab1a415b55 Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. 2 days ago
Zed A. Shaw 75c28cd764 Fixed a few places. Closes #11 3 days ago
Zed A. Shaw b603ef5a3f Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 3 days ago
Zed A. Shaw 6a0725e401 Simply re-init the overlay on new level. Closes #14. 3 days ago
Zed A. Shaw 02c42eb042 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. 3 days ago
Zed A. Shaw 6437bd3b54 Now have a 'destroy' method that removes everything related to an entity. Closes #18. 3 days ago
Zed A. Shaw 7602fb0b31 Not using Weapon anymore. 3 days ago
Zed A. Shaw 57d69015c2 Renamed to random_walk since that's what it called. Closes #26. 3 days ago
Zed A. Shaw 769530b45c Now standardized on GameConfig everywhere I can. Closes #28. 3 days ago
Zed A. Shaw b0204772c7 Need to not transition out of END if the slot clicked is empty. Closes #45 3 days ago
Zed A. Shaw 19682fd0bc Add the frame width/height to SpriteTexture. Closes #13 5 days ago
Zed A. Shaw ea92dcc3c4 Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 5 days ago
Zed A. Shaw fcd1bc589c Make a function to access overlay cells Closes #35. 5 days ago
Zed A. Shaw f668ff6b7a First round of cleanup. dnd_loot. 6 days ago
Zed A. Shaw 689bb150c6 I think that's all the edge cases handled. You can more loot around fairly arbitrarily. 1 week ago
Zed A. Shaw 6ff1919587 Cleaned up the move operation more so that I can use it in the other places that I need it. 1 week ago
Zed A. Shaw f559b5a39d 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. 1 week ago
Zed A. Shaw 6a72d1160f When things die you get their things. 1 week ago
Zed A. Shaw fb064ffbf1 Loot boxes now have ritual items and you can click on them, or the enemy just dies. 1 week ago
Zed A. Shaw 3c5021e4c9 So far most of the bugs are solved but there's still some edge cases in the inventory dance. 1 week ago
Zed A. Shaw e0588847fa 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. 1 week ago
Zed A. Shaw 2c6565c40a Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container. 1 week 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. 1 week 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. 2 weeks 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. 2 weeks ago
Zed A. Shaw 68e50342e5 Can now drag an item out of inventory and drop it. 2 weeks ago
Zed A. Shaw 87459d41bb Add the buttons I'll need for the next round of development. 2 weeks ago
Zed A. Shaw dfd3118d04 Make the transitions more solid by having an open/close set of functions to maintain cleaning up internal state. 2 weeks ago
Zed A. Shaw 029a0f86ae Drag now show the icon while you're dragging, so now need to work out all of the edge cases for each action. 2 weeks ago
Zed A. Shaw ca74b817e5 You can grab stuff off the ground and put in your inventory but it doesn't show the sprite while you do it yet. 2 weeks ago
Zed A. Shaw cd02507023 Make a function that handles the mouse events for everything since those are very similar. 2 weeks ago
Zed A. Shaw d99d9a68c8 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. 2 weeks ago
Zed A. Shaw 7fc32b0248 Trying out Ragel's state machine generation as an alternative to the DinkyFSM style. 3 weeks ago
Zed A. Shaw 9468990f76 DNDLoot works now, just had to fix a problem with the constructor. 3 weeks ago
Zed A. Shaw 82ee8f68f7 Created a separate FSM for the DND functionality that compiles but need to wire it in to work. 3 weeks ago
Zed A. Shaw 1ab708c4eb 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. 3 weeks ago
Zed A. Shaw 06a843f169 Autowalker does some basic item pickup now, just for testing. 3 weeks ago
Zed A. Shaw af933c827a 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. 3 weeks ago
Zed A. Shaw 7db64b73c5 Made some notes for the next bit of work. 3 weeks ago
Zed A. Shaw 7b0bac4f59 You now click on things to interact with them. 3 weeks 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. 3 weeks ago
Zed A. Shaw 2458f01ebd Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff. 3 weeks ago
Zed A. Shaw 86eabed3db Now when you loot an item the loot UI works. 3 weeks ago
Zed A. Shaw 38159a5f84 Fix the window coordinates so that you can resize. 3 weeks ago
Zed A. Shaw d6c5a89251 Fix the last few loot bugs before actually implementing the data model for inventory and loot. 3 weeks ago
Zed A. Shaw 4a48910273 There's a UISystem now for to compliment the entities and components in GUECS. I now use that to do the drag/drop transfers instead of raw code right in the FSM. 3 weeks ago
Zed A. Shaw e01e697535 Move now works better, and the API is a lot cleaner. Now just need to make it not crash. 3 weeks ago
Zed A. Shaw be7b86a913 Mostly refactored out the common things for drag/drop so now just to refine how it's used and bring back moving the sprite around. 3 weeks ago
Zed A. Shaw 570b70ab0c More of the drag/drop is handled by the GrabSource/DropTarget components. 3 weeks ago
Zed A. Shaw 7a551cf83a Remove commit_drop from status and loot UI since DropTarget already does that. 3 weeks ago
Zed A. Shaw 343f3a246f Cleaned up and unified the source before the big refactor. 3 weeks ago
Zed A. Shaw 0d6a71b06f Fixed a couple little bugs in the state so now can refactor out the dnd code. 3 weeks ago
Zed A. Shaw 2a6b892e7f Can now round-trip a torch from loot to inventory and back. 3 weeks ago
Zed A. Shaw 4b0d76bbcc Even better API, but still not the best organization. This will let me implement both sides, then I can pull it out and try to generalize it into a few guecs components. 3 weeks ago
Zed A. Shaw 3e0adf0c22 Better meaning API on both sides for the drag-n-drop operations, but I _swear_ there's a way to do this in the GrabSource/DropTarget instead. 3 weeks ago
Zed A. Shaw 47c219b86e Disable inventory select for now until I can get drag-n-drop formalized better. 3 weeks ago
Zed A. Shaw e1c2869d1c Sometimes we click too fast in the router to just handle it in IDLE. 3 weeks ago
Zed A. Shaw 461ad03d27 Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource. 3 weeks ago
Zed A. Shaw 842aac3127 Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI. 3 weeks ago
Zed A. Shaw 94385b195d Mostly worked out how to do looting but now need how to take out of inventory and put into loot. 4 weeks ago
Zed A. Shaw c509162be1 The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it. 4 weeks ago
Zed A. Shaw 5aa54d875f Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop. 4 weeks ago
Zed A. Shaw 0674908e49 Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM. 4 weeks ago
Zed A. Shaw 5c47a0151c Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character. 4 weeks ago
Zed A. Shaw 4b34de2109 Initial loot UI works to load an item by its world entity ID. 4 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. 4 weeks ago
Zed A. Shaw ab391aaa97 Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away. 4 weeks ago
Zed A. Shaw b8d2d1870d Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 1 month ago
Zed A. Shaw e8199a973c Fix up the healing potion so it looks more like a healing potion. 1 month ago
Zed A. Shaw d2a5dfa713 Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs. 1 month ago
Zed A. Shaw e45de2a2cf The config now prints a way better error message if you give it a bad file to use. 1 month ago
Zed A. Shaw dc8648016d Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time. 1 month ago
Zed A. Shaw 3dc70c3af6 This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 1 month ago
Zed A. Shaw 74a1801069 More scripts for converting and pixelating images for the game. 1 month ago
Zed A. Shaw cdd58ee21a Another nice scritp from fred. 1 month ago
Zed A. Shaw 31df3fe7a3 Better light ceiling and floor tiles. 1 month ago
Zed A. Shaw dd463d7d6e Did a bunch of pixelation tests and I think this is the best setup so far. 1 month ago
Zed A. Shaw 931d9493d2 The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 1 month ago
Zed A. Shaw e015652f4c Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor. 1 month ago
Zed A. Shaw 8453e7c3b9 Map is back. 1 month ago
Zed A. Shaw af2947c50a Simple styling of the rooms done. 1 month ago
Zed A. Shaw 5cb74151f5 Remove more dead code from texturemgr. 1 month ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 1 month ago
Zed A. Shaw ea9f6bf383 Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. 1 month ago
Zed A. Shaw f45dbe8c48 Ready to refactor the tilemap so I can stylize different parts of the maps generated. 1 month ago
Zed A. Shaw 96a585220b Raycaster now leaves colors that are above a threshold to have a 'glow' effect. 1 month ago
Zed A. Shaw c0d668fb0b Played around with a circular map real quick. 1 month ago
Zed A. Shaw 9dcc2036aa Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. 1 month ago
Zed A. Shaw e361984c40 Fixed a long standing bug I didn't realize where I did -1 on the map in the raycaster which made the textures not actually work. 1 month ago
Zed A. Shaw 90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. 1 month ago
Zed A. Shaw 4eaf3c35d6 Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better. 1 month ago
Zed A. Shaw 5f1a453fb4 Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 1 month ago
Zed A. Shaw 20f03731e5 Cleaned up the maze placement so that I can have mazes without rooms and with other features. 1 month ago
Zed A. Shaw 37715f05a5 Cleaned up maze and ready to use. 1 month ago
Zed A. Shaw 33cd490ed3 Playing with maze gen again. 1 month ago
Zed A. Shaw c97648ab3a Remove useless log messages and bring back the tests. 1 month ago
Zed A. Shaw ac252bf09d Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy. 1 month ago
Zed A. Shaw a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. 1 month ago
Zed A. Shaw 0f8e61797f Now using a hunt-and-kill maze algorithm. 1 month ago
Zed A. Shaw 7a0b2f988d Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around. 1 month ago
Zed A. Shaw 6cbfcf993e Meson build was using the wrong sfml_main on windows. 2 months ago
Zed A. Shaw 0eb245d113 Working on a better character view. 2 months ago
Zed A. Shaw d6e64dd06b The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate. 2 months ago
Zed A. Shaw a2246d2b71 Move the map_view and mini_map into gui as well. 2 months ago
Zed A. Shaw bed5ce22d2 Move gui_fsm to fsm but this causes some problems. 2 months ago
Zed A. Shaw cc44c9d37a Move the guecstra stuff into the gui. 2 months ago
Zed A. Shaw dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. 2 months ago
Zed A. Shaw 8545b8cf1d Simple Loot UI started. 2 months ago
Zed A. Shaw 8a3046e141 The colors and other theme elements can be configured in assets/config.json 2 months ago
Zed A. Shaw 74a8599977 Fully converted to using the lel-guecs library externally now. 2 months ago
Zed A. Shaw 7c90eb6da1 GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there. 2 months ago
Zed A. Shaw abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 2 months ago
Zed A. Shaw 1780a758b3 Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs. 2 months ago
Zed A. Shaw 20176cf54a GUECS refactor part 1. 2 months ago
Zed A. Shaw 4e7f837240 Cleanup of GUECS and the textures manager. 2 months ago
Zed A. Shaw 438bd8ab8a Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over. 2 months ago
Zed A. Shaw 82ce3cb6be Autowalker now knows how to craft its first weapon and open the map. 2 months ago
Zed A. Shaw 70d27b9a95 GUECS now has a click_on function so you can programatically click on buttons for testing. 2 months ago
Zed A. Shaw 78ba83e916 Move the map opened detect out to the class. 2 months ago
Zed A. Shaw c4ed26184b Autowalker now opens the map at first to test that it works. 2 months ago
Zed A. Shaw edf10c976a Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 2 months ago
Zed A. Shaw bac552c3d7 Ritual ui now does the combination correctly. 2 months ago
Zed A. Shaw dab0e092e6 RitualUI is mostly working, but need to make the consumption of items work in the UI. 2 months ago
Zed A. Shaw 6269d10807 The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality. 2 months ago
Zed A. Shaw 8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. 2 months ago
Zed A. Shaw d1bd6b7c45 Mostly does everything I need, minus the ritual description. That'll have to probably be a separate generator. Next, rewrite this crap. 2 months ago
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 2 months ago
Zed A. Shaw 14619558fa Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon. 2 months ago
Zed A. Shaw 9d55b2954a The rituals can now craft from items taken from dead enemies and they go into the blanket right away. 2 months 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 bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. 2 months ago
Zed A. Shaw c8a8d2b1af You can now craft a single ritual from the blanket. 2 months ago
Zed A. Shaw 292711f91f Prep for the actually making ritual crafting work. 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 dac9b1b3de rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions. 2 months ago
Zed A. Shaw 1ab5fa4291 Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 2 months ago
Zed A. Shaw 4c03fe1ed3 Make the raycaster 'highlight' things you point at. 2 months ago
Zed A. Shaw bc31750d9c Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 2 months ago
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1
.gitignore vendored

@ -27,4 +27,5 @@ backup
*.dll *.dll
*.world *.world
coverage coverage
coverage/*
.venv .venv

@ -1 +1 @@
set makeprg=meson\ compile\ -C\ . set makeprg=make\ -f\ ../Makefile\ build

@ -1,3 +1,5 @@
ROOT_DIR := $(dir $(realpath $(lastword $(MAKEFILE_LIST))))
all: build test all: build test
reset: reset:
@ -8,10 +10,16 @@ else
endif endif
%.cpp : %.rl %.cpp : %.rl
ragel -o $@ $< ragel -I $(ROOT_DIR) -G1 -o $@ $<
build: lel_parser.cpp %.dot: %.rl
meson compile -j 10 -C builddir ragel -Vp -I $(ROOT_DIR) -o $@ $<
%.png: %.dot
dot -Tpng $< -o $@
build:
meson compile -j 10 -C $(ROOT_DIR)/builddir
release_build: release_build:
meson --wipe builddir -Db_ndebug=true --buildtype release meson --wipe builddir -Db_ndebug=true --buildtype release

@ -68,7 +68,6 @@ void Raycaster::position_camera(float player_x, float player_y) {
void Raycaster::draw_pixel_buffer() { void Raycaster::draw_pixel_buffer() {
view_texture.update(pixels.to_raw_buf(), {(unsigned int)$width, (unsigned int)$height}, {0, 0}); view_texture.update(pixels.to_raw_buf(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
// BUG: can I do this once and just update it?
$window.draw(view_sprite); $window.draw(view_sprite);
} }

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@ -22,293 +22,197 @@
"ui_hover": "assets/sounds/ui_hover.ogg", "ui_hover": "assets/sounds/ui_hover.ogg",
"punch_cartoony": "assets/sounds/punch_cartoony.ogg", "punch_cartoony": "assets/sounds/punch_cartoony.ogg",
"electric_shock_01": "assets/sounds/electric_shock_01.ogg", "electric_shock_01": "assets/sounds/electric_shock_01.ogg",
"fireball_01": "assets/sounds/fireball_01.ogg" "fireball_01": "assets/sounds/fireball_01.ogg",
"hp_status_80": "assets/sounds/hp_status_80.ogg",
"hp_status_60": "assets/sounds/hp_status_60.ogg",
"hp_status_30": "assets/sounds/hp_status_30.ogg",
"hp_status_10": "assets/sounds/hp_status_10.ogg",
"hp_status_00": "assets/sounds/hp_status_00.ogg"
}, },
"sprites": { "sprites": {
"gold_savior": "gold_savior":
{"path": "assets/gold_savior-256.png", {"path": "assets/sprites/gold_savior.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"armored_knight": "armored_knight":
{"path": "assets/armored_knight_1-256.png", {"path": "assets/sprites/armored_knight_1.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"sword": "axe_ranger":
{"path": "assets/cinqueda_1-256.png", {"path": "assets/sprites/axe_ranger.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"rat_with_sword": "hairy_spider":
{"path": "assets/rat_with_sword-256.png", {"path": "assets/sprites/hairy_spider.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"rat_king": "rat_with_sword":
{"path": "assets/rat_king-256.png", {"path": "assets/sprites/rat_with_sword.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"rat_king_boss": "rat_king_boss":
{"path": "assets/rat_king_2_frame_animation.png", {"path": "assets/bossfights/rat_king_2_frame_animation.png",
"frame_width": 720, "frame_width": 720,
"frame_height": 720 "frame_height": 720
}, },
"barrel_small": "barrel_small":
{"path": "assets/wood_barrel_small-256.png", {"path": "assets/items/wood_barrel_small.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"torch_pillar": "torch_pillar":
{"path": "assets/torch_pillar-256.png", {"path": "assets/sprites/torch_pillar.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"torch_crappy": "torch_crappy":
{"path": "assets/torch_crappy-256.png", {"path": "assets/items/torch_crappy.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"torch_horizontal_floor": "torch_horizontal_floor":
{"path": "assets/torch_horizontal_floor-256.png", {"path": "assets/items/torch_horizontal_floor.png",
"frame_width": 256,
"frame_height": 256
},
"evil_eye":
{"path": "assets/evil_eye-sprites.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"peasant_girl": "peasant_girl":
{"path": "assets/undead_peasant-256.png", {"path": "assets/sprites/peasant_girl_2.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"grave_stone": "grave_stone":
{"path": "assets/grave_stone-256.png", {"path": "assets/sprites/grave_stone.png",
"frame_width": 256,
"frame_height": 256
},
"floor":
{"path": "assets/floor_tile_test-256.png",
"frame_width": 256,
"frame_height": 256
},
"ceiling":
{"path": "assets/ceiling_test-256.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"healing_potion_small": "healing_potion_small":
{"path": "assets/healing_potion_small-256.png", {"path": "assets/items/healing_potion_small.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"well_down": "well_down":
{"path": "assets/well_down-256.png", {"path": "assets/sprites/well_down.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"rope_vines_up": "rope_vines_up":
{"path": "assets/rope_vines_up-256.png", {"path": "assets/sprites/rope_vines_up.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"tripwire_trap": "tripwire_trap":
{"path": "assets/tripwire_trap-256.png", {"path": "assets/sprites/tripwire_trap.png",
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"cinqueda":
{"path": "assets/cinqueda_1-256.png",
"frame_width": 256,
"frame_height": 256
},
"blood_splatter":
{"path": "assets/blood_splatter-256.png",
"frame_width": 256,
"frame_height": 256
},
"axe_ranger":
{"path": "assets/axe_ranger-256.png",
"frame_width": 256,
"frame_height": 256
},
"hairy_spider":
{"path": "assets/hairy_spider-256.png",
"frame_width": 256,
"frame_height": 256
},
"down_the_well":
{"path": "assets/down_the_well.jpg",
"frame_width": 900,
"frame_height": 600
},
"boss_fight_background": "boss_fight_background":
{"path": "assets/rat_king_boss_fight_background.jpg", {"path": "assets/bossfights/rat_king_boss_fight_background.jpg",
"frame_width": 1080, "frame_width": 1080,
"frame_height": 720 "frame_height": 720
}, },
"devils_fingers_background": "devils_fingers_background":
{"path": "assets/devils_fingers_background.jpg", {"path": "assets/bossfights/devils_fingers_background.jpg",
"frame_width": 1080, "frame_width": 1080,
"frame_height": 720 "frame_height": 720
}, },
"devils_fingers_sprite": "devils_fingers_sprite":
{"path": "assets/devils_fingers_sprite.png", {"path": "assets/bossfights/devils_fingers_sprite.png",
"frame_width": 720, "frame_width": 720,
"frame_height": 720 "frame_height": 720
}, },
"devils_fingers_stage": "devils_fingers_stage":
{"path": "assets/devils_fingers_stage.png", {"path": "assets/bossfights/devils_fingers_stage.png",
"frame_width": 1080, "frame_width": 1080,
"frame_height": 720 "frame_height": 720
}, },
"tunnel_with_rocks": "tunnel_with_rocks":
{"path": "assets/tunnel_with_rocks.png", {"path": "assets/bossfights/tunnel_with_rocks.png",
"frame_width": 1080, "frame_width": 1080,
"frame_height": 720 "frame_height": 720
}, },
"tunnel_with_rocks_stage": "tunnel_with_rocks_stage":
{"path": "assets/tunnel_with_rocks_stage.png", {"path": "assets/bossfights/tunnel_with_rocks_stage.png",
"frame_width": 1080, "frame_width": 1080,
"frame_height": 720 "frame_height": 720
}, },
"ritual_crafting_area": "ritual_crafting_area":
{"path": "assets/ritual_crafting_area.png", {"path": "assets/ui/ritual_crafting_area.png",
"frame_width": 380,
"frame_height": 720
},
"the_ritual_circle":
{"path": "assets/the_ritual_circle.png",
"frame_width": 380,
"frame_height": 380
},
"paper_ui_background":
{"path": "assets/paper_ui_background.png",
"frame_width": 380, "frame_width": 380,
"frame_height": 720 "frame_height": 720
}, },
"full_screen_paper": "full_screen_paper":
{"path": "assets/full_screen_paper.png", {"path": "assets/ui/full_screen_paper.png",
"frame_width": 1280, "frame_width": 1280,
"frame_height": 720 "frame_height": 720
}, },
"broken_locket-64": "broken_locket":
{"path": "assets/rituals/broken_locket-64.png", {"path": "assets/items/broken_locket.png",
"frame_width": 64, "frame_width": 256,
"frame_height": 64 "frame_height": 256
}, },
"broken_locket-128": "broken_pen_knife":
{"path": "assets/rituals/broken_locket-128.png", {"path": "assets/items/broken_pen_knife.png",
"frame_width": 128, "frame_width": 256,
"frame_height": 128 "frame_height": 256
}, },
"broken_pen_knife-64": "broken_yoyo":
{"path": "assets/rituals/broken_pen_knife-64.png", {"path": "assets/items/broken_yoyo.png",
"frame_width": 64, "frame_width": 256,
"frame_height": 64 "frame_height": 256
}, },
"broken_pen_knife-128": "chess_pawn":
{"path": "assets/rituals/broken_pen_knife-128.png", {"path": "assets/items/chess_pawn.png",
"frame_width": 128, "frame_width": 256,
"frame_height": 128 "frame_height": 256
}, },
"broken_yoyo-64": "dirty_kerchief":
{"path": "assets/rituals/broken_yoyo-64.png", {"path": "assets/items/dirty_kerchief.png",
"frame_width": 64, "frame_width": 256,
"frame_height": 64 "frame_height": 256
}, },
"broken_yoyo-128": "leather_pouch":
{"path": "assets/rituals/broken_yoyo-128.png", {"path": "assets/items/leather_pouch.png",
"frame_width": 128, "frame_width": 256,
"frame_height": 128 "frame_height": 256
}, },
"chess_pawn-64": "mushroom":
{"path": "assets/rituals/chess_pawn-64.png", {"path": "assets/items/mushroom.png",
"frame_width": 64, "frame_width": 256,
"frame_height": 64 "frame_height": 256
}, },
"chess_pawn-128": "pocket_watch":
{"path": "assets/rituals/chess_pawn-128.png", {"path": "assets/items/pocket_watch.png",
"frame_width": 128, "frame_width": 256,
"frame_height": 128 "frame_height": 256
}, },
"dirty_kerchief-64": "rusty_nails":
{"path": "assets/rituals/dirty_kerchief-64.png", {"path": "assets/items/rusty_nails.png",
"frame_width": 64, "frame_width": 256,
"frame_height": 64 "frame_height": 256
}, },
"dirty_kerchief-128": "severed_finger":
{"path": "assets/rituals/dirty_kerchief-128.png", {"path": "assets/items/severed_finger.png",
"frame_width": 128, "frame_width": 256,
"frame_height": 128 "frame_height": 256
}, },
"leather_pouch-64": "stone_doll_cursed":
{"path": "assets/rituals/leather_pouch-64.png", {"path": "assets/items/stone_doll_cursed.png",
"frame_width": 64, "frame_width": 256,
"frame_height": 64 "frame_height": 256
}, },
"leather_pouch-128": "dubious_combination":
{"path": "assets/rituals/leather_pouch-128.png", {"path": "assets/items/dubious_combination.png",
"frame_width": 128, "frame_width": 256,
"frame_height": 128 "frame_height": 256
},
"mushroom-64":
{"path": "assets/rituals/mushroom-64.png",
"frame_width": 64,
"frame_height": 64
},
"mushroom-128":
{"path": "assets/rituals/mushroom-128.png",
"frame_width": 128,
"frame_height": 128
},
"pocket_watch-64":
{"path": "assets/rituals/pocket_watch-64.png",
"frame_width": 64,
"frame_height": 64
},
"pocket_watch-128":
{"path": "assets/rituals/pocket_watch-128.png",
"frame_width": 128,
"frame_height": 128
},
"rusty_nails-64":
{"path": "assets/rituals/rusty_nails-64.png",
"frame_width": 64,
"frame_height": 64
},
"rusty_nails-128":
{"path": "assets/rituals/rusty_nails-128.png",
"frame_width": 128,
"frame_height": 128
},
"severed_finger-64":
{"path": "assets/rituals/severed_finger-64.png",
"frame_width": 64,
"frame_height": 64
},
"severed_finger-128":
{"path": "assets/rituals/severed_finger-128.png",
"frame_width": 128,
"frame_height": 128
},
"stone_doll_cursed-64":
{"path": "assets/rituals/stone_doll_cursed-64.png",
"frame_width": 64,
"frame_height": 64
},
"stone_doll_cursed-128":
{"path": "assets/rituals/stone_doll_cursed-128.png",
"frame_width": 128,
"frame_height": 128
} }
}, },
"worldgen": { "worldgen": {
"enemy_probability": 50, "enemy_probability": 50,
"empty_room_probability": 1,
"device_probability": 10 "device_probability": 10
}, },
"graphics": { "graphics": {
@ -324,9 +228,25 @@
"W": 8592, "W": 8592,
"NW": 8598 "NW": 8598
}, },
"test_rituals": [ "theme": {
{ "has_spikes": true, "active": true }, "black": [0, 0, 0, 255],
{ "has_magick": true, "active": true }, "dark_dark": [10, 10, 10, 255],
{ "has_magick": true, "shiny_bauble": true, "active": true } "dark_mid": [30, 30, 30, 255],
] "dark_light": [60, 60, 60, 255],
"mid": [100, 100, 100, 255],
"light_dark": [150, 150, 150, 255],
"light_mid": [200, 200, 200, 255],
"light_light": [230, 230, 230, 255],
"white": [255, 255, 255, 255],
"padding": 3,
"border_px": 1,
"text_size": 20,
"label_size": 20,
"fill_color": "dark_mid",
"text_color": "light_light",
"bg_color": "mid",
"border_color": "dark_dark",
"bg_color_dark": "black",
"font_file_name": "assets/text.otf"
}
} }

@ -12,8 +12,8 @@
"background": [24, 205, 189] "background": [24, 205, 189]
}, },
{"_type": "Device", {"_type": "Device",
"config": {"test": true}, "config": {},
"events": ["Events::GUI::STAIRS_DOWN"]}, "events": ["STAIRS_DOWN"]},
{"_type": "Sprite", "name": "well_down", "width": 256, "height": 256, "scale": 1.0} {"_type": "Sprite", "name": "well_down", "width": 256, "height": 256, "scale": 1.0}
] ]
}, },
@ -29,8 +29,8 @@
"background": [24, 205, 189] "background": [24, 205, 189]
}, },
{"_type": "Device", {"_type": "Device",
"config": {"test": true}, "config": {},
"events": ["Events::GUI::STAIRS_UP"]}, "events": ["STAIRS_UP"]},
{"_type": "Sprite", "name": "rope_vines_up", "width": 256, "height": 256, "scale": 1.0} {"_type": "Sprite", "name": "rope_vines_up", "width": 256, "height": 256, "scale": 1.0}
] ]
}, },
@ -40,14 +40,40 @@
"description": "Watch where you're going.", "description": "Watch where you're going.",
"inventory_count": 0, "inventory_count": 0,
"components": [ "components": [
{"_type": "Tile", "display": 6855, {"_type": "Tile", "display": 95,
"foreground": [24, 205, 189], "foreground": [24, 205, 189],
"background": [24, 205, 189] "background": [24, 205, 189]
}, },
{"_type": "Device", {"_type": "Device", "config": {}, "events": ["TRAP"]},
"config": {"test": true},
"events": ["Events::GUI::TRAP"]},
{"_type": "Sprite", "name": "tripwire_trap", "width": 256, "height": 256, "scale": 1.0} {"_type": "Sprite", "name": "tripwire_trap", "width": 256, "height": 256, "scale": 1.0}
] ]
},
"BARREL_SMALL": {
"id": "BARREL_SMALL",
"name": "Small Barrel",
"description": "A small rotten barrel that may hold things.",
"components": [
{"_type": "Tile", "display": 85,
"foreground": [150, 100, 189],
"background": [150, 100, 189]
},
{"_type": "Device", "config": {}, "events": ["LOOT_CONTAINER"]},
{"_type": "Sprite", "name": "barrel_small", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"}
]
},
"GRAVE_STONE": {
"id": "GRAVE_STONE",
"name": "Grave Stone",
"description": "Something died here. Was this your doing?",
"components": [
{"_type": "Tile", "display": 8687,
"foreground": [32, 123, 164],
"background": [24, 205, 189]
},
{"_type": "Device", "config": {}, "events": ["LOOT_CONTAINER"]},
{"_type": "Sprite", "name": "grave_stone", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"}
]
} }
} }

@ -8,7 +8,22 @@
}, },
{"_type": "Combat", "hp": 200, "max_hp": 200, "damage": 10, "dead": false}, {"_type": "Combat", "hp": 200, "max_hp": 200, "damage": 10, "dead": false},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false}, {"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "LightSource", "strength": 45, "radius": 2.0} {"_type": "LightSource", "strength": 35, "radius": 2.0}
]
},
"GOLD_SAVIOR": {
"components": [
{"_type": "Tile", "display": 2189,
"foreground": [131, 213, 238],
"background": [30, 20, 75]
},
{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 1, "dead": false},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": false},
{"_type": "Animation", "easing": 1, "ease_rate": 0.2, "scale": 0.1, "simple": true, "frames": 10, "speed": 0.3, "stationary": false},
{"_type": "Sprite", "name": "gold_savior", "width": 256, "height": 256, "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Humanoid_Death_1"}
] ]
}, },
"KNIGHT": { "KNIGHT": {
@ -37,7 +52,7 @@
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"}, {"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": true}, {"_type": "Personality", "hearing_distance": 5, "tough": true},
{"_type": "Sprite", "name": "axe_ranger", "width": 256, "height": 256, "scale": 1.0}, {"_type": "Sprite", "name": "axe_ranger", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Animation", "easing": 3, "ease_rate": 0.5, "scale": 0.1, "simple": false, "frames": 2, "speed": 0.6, "stationary": false}, {"_type": "Animation", "easing": 3, "ease_rate": 0.5, "scale": 0.1, "simple": true, "frames": 1, "speed": 0.6, "stationary": false},
{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Ranger_1"} {"_type": "Sound", "attack": "Sword_Hit_2", "death": "Ranger_1"}
] ]
}, },

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@ -14,51 +14,6 @@
{"_type": "Sound", "attack": "pickup", "death": "blank"} {"_type": "Sound", "attack": "pickup", "death": "blank"}
] ]
}, },
"SWORD_RUSTY": {
"id": "SWORD_RUSTY",
"name": "Rusty Junk Sword",
"description": "A sword left to rot in a deep hole where it acquired a patina of dirt and tetanus. You aren't sure if it's more deadly for you to hold it or for the people you stab with it.",
"inventory_count": 1,
"components": [
{"_type": "Weapon", "damage": 15},
{"_type": "Tile", "display": 7735,
"foreground": [24, 120, 189],
"background": [24, 120, 189]
},
{"_type": "Sprite", "name": "cinqueda", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"}
]
},
"BARREL_SMALL": {
"id": "BARREL_SMALL",
"name": "Small Barrel",
"description": "A small rotten barrel that may hold things.",
"components": [
{"_type": "Tile", "display": 43754,
"foreground": [150, 100, 189],
"background": [150, 100, 189]
},
{"_type": "Loot", "amount": 10},
{"_type": "Sprite", "name": "barrel_small", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"}
],
"inventory_count": 1
},
"TORCH_PILLAR": {
"id": "TORCH_PILLAR",
"name": "Light Hanging from Ceiling",
"description": "Light Hanging from Ceiling",
"inventory_count": 0,
"components": [
{"_type": "Tile", "display": 1918,
"foreground": [24, 205, 210],
"background": [24, 205, 210]
},
{"_type": "LightSource", "strength": 50, "radius": 2.8},
{"_type": "Sprite", "name": "torch_pillar", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"}
]
},
"POTION_HEALING_SMALL": { "POTION_HEALING_SMALL": {
"id": "POTION_HEALING_SMALL", "id": "POTION_HEALING_SMALL",
"name": "Small Healing Potion", "name": "Small Healing Potion",
@ -73,20 +28,5 @@
{"_type": "Sprite", "name": "healing_potion_small", "width": 256, "height": 256, "scale": 1.0}, {"_type": "Sprite", "name": "healing_potion_small", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"} {"_type": "Sound", "attack": "pickup", "death": "blank"}
] ]
},
"GRAVE_STONE": {
"id": "GRAVE_STONE",
"name": "Grave Stone",
"description": "Something died here. Was this your doing?",
"inventory_count": 1,
"components": [
{"_type": "Tile", "display": 8687,
"foreground": [32, 123, 164],
"background": [24, 205, 189]
},
{"_type": "Loot", "amount": 10},
{"_type": "Sprite", "name": "grave_stone", "width": 256, "height": 256, "scale": 1.0},
{"_type": "Sound", "attack": "pickup", "death": "blank"}
]
} }
} }

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@ -169,5 +169,34 @@
"damage": 16, "damage": 16,
"probability": 1.0 "probability": 1.0
} }
},
"junk": {
"chess_pawn": {
"name": "chess_pawn",
"provides": ["cursed_item"]
},
"dirty_kerchief": {
"name": "dirty_kerchief",
"provides": ["has_magick"]
},
"mushroom": {
"name": "mushroom",
"provides": ["has_magick"]
},
"pocket_watch": {
"name": "pocket_watch",
"provides": ["shiny_bauble"]
},
"rusty_nails": {
"name": "rusty_nails",
"provides": ["has_spikes"]
},
"severed_finger": {
"name": "severed_finger",
"provides": ["cursed_item"]
} }
},
"starting_junk": [
"pocket_watch", "mushroom", "rusty_nails"
]
} }

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@ -1,8 +1,10 @@
#version 120
uniform vec2 u_resolution; uniform vec2 u_resolution;
uniform float u_time; uniform float u_time;
uniform sampler2D source; uniform sampler2D source;
uniform float u_mouse; uniform float u_mouse;
uniform float value = 0.2; uniform float value = 0.2;
uniform int octaves=8;
float random (in vec2 st) { float random (in vec2 st) {
return fract(sin(dot(st.xy, return fract(sin(dot(st.xy,
@ -26,7 +28,7 @@ float noise(in vec2 st) {
(d - b) * u.x * u.y; (d - b) * u.x * u.y;
} }
float fbm(in vec2 st, int octaves=8) { float fbm(in vec2 st) {
float v = 0.0; float v = 0.0;
float a = 0.5; float a = 0.5;
vec2 shift = vec2(100.0); vec2 shift = vec2(100.0);
@ -47,7 +49,7 @@ void main() {
vec3 color = vec3(0.0); vec3 color = vec3(0.0);
float speed = u_time * 10.0; float speed = u_time * 10.0;
float value = cos(u_time) * cos(u_time); float value = 0.8; // cos(u_time) * cos(u_time);
vec2 q = vec2(0.0); vec2 q = vec2(0.0);
q.x = fbm(st + 0.00 * speed); q.x = fbm(st + 0.00 * speed);

@ -1,8 +1,10 @@
#version 120
uniform vec2 u_resolution; uniform vec2 u_resolution;
uniform float u_time; uniform float u_time;
uniform sampler2D source; uniform sampler2D source;
uniform float u_mouse; uniform float u_mouse;
uniform float value = 0.2; uniform float value = 0.2;
uniform int octaves=8;
float random (in vec2 st) { float random (in vec2 st) {
return fract(sin(dot(st.xy, return fract(sin(dot(st.xy,
@ -26,7 +28,7 @@ float noise(in vec2 st) {
(d - b) * u.x * u.y; (d - b) * u.x * u.y;
} }
float fbm(in vec2 st, int octaves=8) { float fbm(in vec2 st) {
float v = 0.0; float v = 0.0;
float a = 0.5; float a = 0.5;
vec2 shift = vec2(100.0); vec2 shift = vec2(100.0);

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@ -0,0 +1,17 @@
[
{
"name": "Mossy Blue Ceiling",
"floor": "gray_stone_floor_light",
"walls": "wall_moss"
},
{
"name": "Plain",
"floor": "floor_tile",
"walls": "wall_plain"
},
{
"name": "Wood Walls",
"floor": "floor_tile",
"walls": "wood_wall"
}
]

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@ -1,23 +1,61 @@
{ {
"FLOOR_TILE": { "floor_tile": {
"texture": "assets/floor_tile_test-256.png", "texture": "assets/textures/floor_gray_stone.png",
"foreground": [40, 15, 125],
"background": [200, 15, 75],
"collision": false, "collision": false,
"display": 10398 "display": 10398,
"ceiling": "ceiling_black",
"light": 0,
"id": 0
}, },
"WALL_PLAIN": { "wall_plain": {
"texture": "assets/wall_texture_test-256.png", "texture": "assets/textures/wall_plain.png",
"foreground": [230, 20, 30],
"background": [230, 20, 120],
"collision": true, "collision": true,
"display": 9608 "display": 9608,
"light": 0,
"id": 1
}, },
"WALL_VINES": { "wall_moss": {
"texture": "assets/wall_with_vines-256.png", "texture": "assets/textures/glowing_moss_wall.png",
"foreground": [230, 20, 30], "collision": true,
"background": [230, 20, 120], "display": 8820,
"light": 20,
"id": 2
},
"ceiling_black": {
"texture": "assets/textures/ceiling_black.png",
"collision": false,
"display": 35,
"light": 0,
"id": 4
},
"lava_floor": {
"texture": "assets/textures/lava_floor.png",
"collision": false,
"display": 35,
"ceiling": "ceiling_black",
"light": 20,
"id": 5
},
"gray_stone_floor_light": {
"texture": "assets/textures/gray_stone_floor_light.png",
"collision": false,
"display": 35,
"ceiling": "ceiling_blue_light",
"light": 40,
"id": 6
},
"ceiling_blue_light": {
"texture": "assets/textures/ceiling_blue_light.png",
"collision": false,
"display": 35,
"light": 0,
"id": 7
},
"wood_wall": {
"texture": "assets/textures/wood_wall.png",
"collision": false, "collision": false,
"display": 35 "display": 35,
"light": 0,
"id": 8
} }
} }

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