Commit Graph

  • 31df3fe7a3 Better light ceiling and floor tiles. master Zed A. Shaw 2025-05-29 00:44:52 -0400
  • dd463d7d6e Did a bunch of pixelation tests and I think this is the best setup so far. Zed A. Shaw 2025-05-26 23:36:22 -0400
  • 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. Zed A. Shaw 2025-05-26 13:59:26 -0400
  • e015652f4c Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor. Zed A. Shaw 2025-05-26 00:29:32 -0400
  • 8453e7c3b9 Map is back. Zed A. Shaw 2025-05-25 22:39:42 -0400
  • af2947c50a Simple styling of the rooms done. Zed A. Shaw 2025-05-25 12:12:08 -0400
  • 5cb74151f5 Remove more dead code from texturemgr. Zed A. Shaw 2025-05-25 11:44:14 -0400
  • 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. Zed A. Shaw 2025-05-25 11:39:43 -0400
  • ea9f6bf383 Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. Zed A. Shaw 2025-05-25 10:30:45 -0400
  • f45dbe8c48 Ready to refactor the tilemap so I can stylize different parts of the maps generated. Zed A. Shaw 2025-05-24 12:34:45 -0400
  • 96a585220b Raycaster now leaves colors that are above a threshold to have a 'glow' effect. Zed A. Shaw 2025-05-24 12:03:26 -0400
  • c0d668fb0b Played around with a circular map real quick. Zed A. Shaw 2025-05-24 10:58:28 -0400
  • 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. Zed A. Shaw 2025-05-24 00:47:44 -0400
  • 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. Zed A. Shaw 2025-05-24 00:47:01 -0400
  • 90c37fe4c9 Fixing up how rotation works with combat and then making the lighting better. Zed A. Shaw 2025-05-22 14:25:42 -0400
  • 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. Zed A. Shaw 2025-05-22 12:24:59 -0400
  • 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. Zed A. Shaw 2025-05-21 13:56:53 -0400
  • 20f03731e5 Cleaned up the maze placement so that I can have mazes without rooms and with other features. Zed A. Shaw 2025-05-20 12:53:03 -0400
  • 37715f05a5 Cleaned up maze and ready to use. Zed A. Shaw 2025-05-20 10:32:20 -0400
  • 33cd490ed3 Playing with maze gen again. Zed A. Shaw 2025-05-20 03:19:58 -0400
  • c97648ab3a Remove useless log messages and bring back the tests. Zed A. Shaw 2025-05-19 11:40:56 -0400
  • 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. Zed A. Shaw 2025-05-19 11:19:33 -0400
  • a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. Zed A. Shaw 2025-05-19 01:40:23 -0400
  • 0f8e61797f Now using a hunt-and-kill maze algorithm. Zed A. Shaw 2025-05-18 14:37:43 -0400
  • 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. Zed A. Shaw 2025-05-18 01:00:47 -0400
  • 6cbfcf993e Meson build was using the wrong sfml_main on windows. Zed A. Shaw 2025-05-16 23:40:13 -0400
  • 0eb245d113 Working on a better character view. Zed A. Shaw 2025-05-16 01:22:12 -0400
  • 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. Zed A. Shaw 2025-05-16 00:43:45 -0400
  • a2246d2b71 Move the map_view and mini_map into gui as well. Zed A. Shaw 2025-05-16 00:07:24 -0400
  • bed5ce22d2 Move gui_fsm to fsm but this causes some problems. Zed A. Shaw 2025-05-15 23:54:59 -0400
  • cc44c9d37a Move the guecstra stuff into the gui. Zed A. Shaw 2025-05-15 22:50:59 -0400
  • dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. Zed A. Shaw 2025-05-14 11:49:09 -0400
  • 8545b8cf1d Simple Loot UI started. Zed A. Shaw 2025-05-14 00:51:53 -0400
  • 8a3046e141 The colors and other theme elements can be configured in assets/config.json Zed A. Shaw 2025-05-13 22:52:27 -0400
  • 74a8599977 Fully converted to using the lel-guecs library externally now. Zed A. Shaw 2025-05-13 02:48:39 -0400
  • 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. Zed A. Shaw 2025-05-04 23:40:06 -0400
  • abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. Zed A. Shaw 2025-05-04 23:28:36 -0400
  • 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. Zed A. Shaw 2025-05-04 11:56:30 -0400
  • 20176cf54a GUECS refactor part 1. Zed A. Shaw 2025-05-04 11:06:53 -0400
  • 4e7f837240 Cleanup of GUECS and the textures manager. Zed A. Shaw 2025-05-03 23:38:03 -0400
  • 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. Zed A. Shaw 2025-05-03 14:52:56 -0400
  • 82ce3cb6be Autowalker now knows how to craft its first weapon and open the map. Zed A. Shaw 2025-05-03 12:19:02 -0400
  • 70d27b9a95 GUECS now has a click_on function so you can programatically click on buttons for testing. Zed A. Shaw 2025-05-03 12:18:39 -0400
  • 78ba83e916 Move the map opened detect out to the class. Zed A. Shaw 2025-05-02 23:41:29 -0400
  • c4ed26184b Autowalker now opens the map at first to test that it works. Zed A. Shaw 2025-05-02 23:39:05 -0400
  • edf10c976a Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. Zed A. Shaw 2025-05-02 11:39:39 -0400
  • bac552c3d7 Ritual ui now does the combination correctly. Zed A. Shaw 2025-05-02 00:23:07 -0400
  • dab0e092e6 RitualUI is mostly working, but need to make the consumption of items work in the UI. Zed A. Shaw 2025-05-01 23:46:30 -0400
  • 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. Zed A. Shaw 2025-05-01 14:40:24 -0400
  • 8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. Zed A. Shaw 2025-05-01 00:24:11 -0400
  • d1bd6b7c45 Mostly does everything I need, minus the ritual description. That'll have to probably be a separate generator. Next, rewrite this crap. Zed A. Shaw 2025-04-30 11:39:42 -0400
  • 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. Zed A. Shaw 2025-04-29 23:59:40 -0400
  • 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. Zed A. Shaw 2025-04-28 13:21:10 -0400
  • 9d55b2954a The rituals can now craft from items taken from dead enemies and they go into the blanket right away. Zed A. Shaw 2025-04-27 13:48:35 -0400
  • 1a9e068d02 Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though. Zed A. Shaw 2025-04-27 13:35:05 -0400
  • bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. Zed A. Shaw 2025-04-26 13:18:43 -0400
  • c8a8d2b1af You can now craft a single ritual from the blanket. Zed A. Shaw 2025-04-26 02:51:13 -0400
  • 292711f91f Prep for the actually making ritual crafting work. Zed A. Shaw 2025-04-26 02:21:59 -0400
  • 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. Zed A. Shaw 2025-04-26 00:57:23 -0400
  • 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. Zed A. Shaw 2025-04-25 23:36:18 -0400
  • 1ab5fa4291 Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. Zed A. Shaw 2025-04-25 23:17:45 -0400
  • 4c03fe1ed3 Make the raycaster 'highlight' things you point at. Zed A. Shaw 2025-04-25 23:17:31 -0400
  • bc31750d9c Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. Zed A. Shaw 2025-04-25 23:17:14 -0400
  • 8aeac5397a Windows installer fix before 0.2 release. version-0.2 Zed A. Shaw 2025-04-25 12:17:00 -0400
  • 2fb1687997 Now have sounds and shaders working on the button for each of the different elements. Zed A. Shaw 2025-04-25 11:54:30 -0400
  • eb350698aa Only default mute sounds in debug. Zed A. Shaw 2025-04-25 02:12:44 -0400
  • e0d7744eeb Make file now detects windows or not and does the weird thing. Zed A. Shaw 2025-04-25 01:48:40 -0400
  • 5aa9bcb655 Remove stray log. Zed A. Shaw 2025-04-25 01:48:23 -0400
  • c51d46aeb8 Meson build now attempts to force local only build and linkage. Zed A. Shaw 2025-04-25 00:55:58 -0400
  • 57e8774fad Make the make more linux friendly. Zed A. Shaw 2025-04-25 00:17:24 -0400
  • eb709930f5 Combat UI now uses different icons for different attack elements. Zed A. Shaw 2025-04-24 23:48:25 -0400
  • 30997cbff5 Test rituals are now configurable in assets/config.json Zed A. Shaw 2025-04-24 23:06:15 -0400
  • ebb69dd589 Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though. Zed A. Shaw 2025-04-24 13:43:57 -0400
  • 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. Zed A. Shaw 2025-04-24 12:27:29 -0400
  • a70f11646a RitualBelt now has an API. Zed A. Shaw 2025-04-24 03:32:20 -0400
  • 31b35b43eb Added the ritual belt first cut. Zed A. Shaw 2025-04-24 03:06:31 -0400
  • 17d30e2ed2 Add a dump function and clean up some data. Zed A. Shaw 2025-04-24 02:44:07 -0400
  • 5d924c764f Rituals can now be configured to have a kind and an element based on the results. Zed A. Shaw 2025-04-24 02:03:18 -0400
  • a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. Zed A. Shaw 2025-04-24 01:15:49 -0400
  • 43435509f6 Fixed system to use the BattleEngine result. Zed A. Shaw 2025-04-24 00:45:25 -0400
  • bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. Zed A. Shaw 2025-04-23 12:32:28 -0400
  • 58981fd8ed Setting up to have a fire attack and lightning attack. Zed A. Shaw 2025-04-20 22:53:43 -0400
  • 787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. Zed A. Shaw 2025-04-20 00:09:56 -0400
  • bec8fe0a13 Note from ORBLISH on idea for hover sounds. Zed A. Shaw 2025-04-17 23:05:26 -0400
  • 1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. Zed A. Shaw 2025-04-16 00:02:27 -0400
  • 5ffa3b0d1e Everyone is on fire temporarily. Zed A. Shaw 2025-04-15 19:34:39 -0400
  • 467a26628c Wrong shader. Zed A. Shaw 2025-04-15 12:47:07 -0400
  • 137dcc1f30 Missing resources. Zed A. Shaw 2025-04-15 12:46:13 -0400
  • 57e042e786 Now have a do_if on GUECS for many of the 'if this exists do this' patterns. Zed A. Shaw 2025-04-15 12:02:24 -0400
  • 2ecef8d9f9 Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. Zed A. Shaw 2025-04-15 11:38:38 -0400
  • 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. Zed A. Shaw 2025-04-15 01:01:44 -0400
  • 84a5f06dac Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset. Zed A. Shaw 2025-04-14 23:06:08 -0400
  • 19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. Zed A. Shaw 2025-04-14 13:16:19 -0400
  • 08bc48df3d GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want. Zed A. Shaw 2025-04-14 12:12:21 -0400
  • 766b20f3f8 Rayview now uses the shader manager. Zed A. Shaw 2025-04-13 22:31:13 -0400
  • edee3ac0c9 Quick test that shows the shader now just work on any UI element. Zed A. Shaw 2025-04-13 17:16:27 -0400
  • 35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. Zed A. Shaw 2025-04-13 17:11:21 -0400
  • a5b8e411e3 I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables. Zed A. Shaw 2025-04-13 15:17:08 -0400
  • 80b4faf940 Added a screen size parameters to the fragviewer. Zed A. Shaw 2025-04-11 11:44:33 -0400
  • 576110ea44 Fragviewer can now load a sprite from my sprite list and then apply shaders to it. Zed A. Shaw 2025-04-10 23:42:45 -0400