Commit Graph

  • d93bc1615c Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs. master Zed A. Shaw 2025-07-23 14:03:41 -0400
  • 86ddfc460f Update to the new lel-guecs with Icons and the ability to set a Sprite to stretch or not. Now Icons for loot pickup work perfectly, but need to be centered. Zed A. Shaw 2025-07-22 17:21:28 -0400
  • ff7111b006 Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. Zed A. Shaw 2025-07-22 15:03:37 -0400
  • b311713064 Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually. Zed A. Shaw 2025-07-22 01:08:48 -0400
  • 6f91533950 Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map. Zed A. Shaw 2025-07-21 23:21:24 -0400
  • 2997dc363b FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though. Zed A. Shaw 2025-07-21 13:10:03 -0400
  • d264760405 Fog of War works but it's in the wrong place and needs to be based on light. Zed A. Shaw 2025-07-20 01:34:39 -0400
  • 2802a44ba4 Clean up System::render_map. Zed A. Shaw 2025-07-18 13:25:32 -0400
  • aa72cfe4a4 Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction. Zed A. Shaw 2025-07-18 13:09:53 -0400
  • 3b81959aa9 Map now displays way better. The paper is gone for now. Zed A. Shaw 2025-07-17 14:22:04 -0400
  • 973495b687 Map now has a color theme rather than random colors. Zed A. Shaw 2025-07-17 12:59:20 -0400
  • 379060b8c7 Can now set a color to another already existing color. Zed A. Shaw 2025-07-17 12:39:24 -0400
  • f4fa50a413 Colors are now being loaded from assets/palette.json Zed A. Shaw 2025-07-17 10:50:09 -0400
  • 48a7f72411 Now have a simple color palette system. Zed A. Shaw 2025-07-16 12:46:49 -0400
  • 0272ba8540 Trying a bit of color changes. Zed A. Shaw 2025-07-15 14:46:14 -0400
  • 75646619b3 Map now displays and works, just need to refine the colors and the compass directions. Zed A. Shaw 2025-07-15 13:28:23 -0400
  • dca38397e7 Systems::render_map now holds the logic to render the map, and it's working well enough to use for displaying. Zed A. Shaw 2025-07-15 11:39:05 -0400
  • 0d1eacdc5c Now entities are drawn after the map so that there's no holes. Zed A. Shaw 2025-07-12 14:46:42 -0400
  • 72ecca8c82 I can now draw a map and then render it with the sprites pretty easily. Problem currently is the entities replace their floor tiles so need to fix that. Zed A. Shaw 2025-07-12 13:34:31 -0400
  • a3f82139e9 One step closer to map rendering from tile sprites. Zed A. Shaw 2025-07-12 12:05:18 -0400
  • dd541ae59d Ripped out the string based map and created a Matrix map drawing function. Zed A. Shaw 2025-07-12 10:51:55 -0400
  • d9219a8c64 This cleans up how I'm rendering the map but there's no way I can render a large map like this. It'd be way too big. Zed A. Shaw 2025-07-12 00:35:57 -0400
  • 3b06105813 Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works. Zed A. Shaw 2025-07-11 22:38:08 -0400
  • 5db3d1a306 Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it. Zed A. Shaw 2025-07-11 02:24:47 -0400
  • 5e01eb29a9 There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. Zed A. Shaw 2025-07-11 01:02:27 -0400
  • b2a6262964 Now have background color for the sprites used in the maps. Zed A. Shaw 2025-07-10 00:12:32 -0400
  • b16ca3fd65 I now have hacked in basic color for the wall tiles but not enemies and items. Zed A. Shaw 2025-07-09 14:36:31 -0400
  • b2d0b0ee4c Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning. Zed A. Shaw 2025-07-09 13:34:18 -0400
  • 2c011079a8 I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game. Zed A. Shaw 2025-07-09 01:54:49 -0400
  • cfefffe1cc I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are. Zed A. Shaw 2025-07-09 00:34:50 -0400
  • 40611d4d54 Crop the map sprite so it's not bigger than necessary. Zed A. Shaw 2025-07-08 22:54:59 -0400
  • 04b3cf3f16 Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell. Zed A. Shaw 2025-07-08 13:26:43 -0400
  • d6e2b64140 icongen now makes a sprite sheet for the map which should be easier to work with. Zed A. Shaw 2025-07-08 13:09:39 -0400
  • dbc2000434 Started a map icon gen tool that will load the fonts and create tile sprites for everything I use. Zed A. Shaw 2025-07-08 00:55:45 -0400
  • 056b0b307b Implemented a little screenshot tool. Zed A. Shaw 2025-07-08 00:55:24 -0400
  • f64b202ee7 Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. Zed A. Shaw 2025-07-07 13:25:17 -0400
  • 601f3331ed As an experiment, disable copy and move of the StatusUI. Zed A. Shaw 2025-07-06 23:59:06 -0400
  • cd89625c96 Just need one function for the 'hold_item' action. Zed A. Shaw 2025-07-06 23:35:17 -0400
  • 265e53e05a Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1. Zed A. Shaw 2025-07-06 12:05:28 -0400
  • af3568154a Just had to grab the sprite, duh. Closes #3. Zed A. Shaw 2025-07-06 11:36:30 -0400
  • 1baf90a776 Easy fix, just set aiming_at in the camera position. Closes #57. Zed A. Shaw 2025-07-05 12:04:07 -0400
  • a26f0b0c0a Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. Zed A. Shaw 2025-07-05 11:18:26 -0400
  • 584c4e9f67 Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56. Zed A. Shaw 2025-07-03 22:26:06 -0400
  • 87e69bebde There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54. Zed A. Shaw 2025-07-03 13:07:04 -0400
  • 970905fcd5 Make the player's inventory just a regular entity attached to the player.entity. Zed A. Shaw 2025-07-02 23:55:06 -0400
  • 2421a33bb0 Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model. Zed A. Shaw 2025-07-02 23:24:06 -0400
  • 784f753e72 Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities. Zed A. Shaw 2025-07-02 14:25:44 -0400
  • 8c8d6dc9e7 Clean things up before solving the move problem. Zed A. Shaw 2025-07-02 10:51:23 -0400
  • 6576164fad Give a healing potion too for testing. Zed A. Shaw 2025-07-02 10:49:05 -0400
  • b6d1ae2700 Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. Zed A. Shaw 2025-07-01 14:26:39 -0400
  • efdb0cb119 Just use get_if here instead. Zed A. Shaw 2025-07-01 14:26:01 -0400
  • 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. Zed A. Shaw 2025-06-30 12:36:00 -0400
  • 0d79ce35b3 Every sprite's dimensions are now taken from their config rather than a global. Closes #42. Zed A. Shaw 2025-06-30 11:00:01 -0400
  • a418b48e94 Don't re-run the whole next level thing on every spawned item. Closes #48 Zed A. Shaw 2025-06-30 10:38:53 -0400
  • 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. Zed A. Shaw 2025-06-30 10:15:22 -0400
  • cad51f4908 Use RGBA for the uint32_t color pixels. Closes #49. Zed A. Shaw 2025-06-29 11:53:17 -0400
  • ab1a415b55 Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. Zed A. Shaw 2025-06-29 11:11:12 -0400
  • 75c28cd764 Fixed a few places. Closes #11 Zed A. Shaw 2025-06-28 23:30:41 -0400
  • b603ef5a3f Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. Zed A. Shaw 2025-06-28 23:17:36 -0400
  • 6a0725e401 Simply re-init the overlay on new level. Closes #14. Zed A. Shaw 2025-06-28 22:39:46 -0400
  • 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. Zed A. Shaw 2025-06-28 13:19:07 -0400
  • 6437bd3b54 Now have a 'destroy' method that removes everything related to an entity. Closes #18. Zed A. Shaw 2025-06-28 12:47:17 -0400
  • 7602fb0b31 Not using Weapon anymore. Zed A. Shaw 2025-06-28 11:53:48 -0400
  • 57d69015c2 Renamed to random_walk since that's what it called. Closes #26. Zed A. Shaw 2025-06-28 11:38:06 -0400
  • 769530b45c Now standardized on GameConfig everywhere I can. Closes #28. Zed A. Shaw 2025-06-28 11:32:58 -0400
  • b0204772c7 Need to not transition out of END if the slot clicked is empty. Closes #45 Zed A. Shaw 2025-06-28 11:09:37 -0400
  • 19682fd0bc Add the frame width/height to SpriteTexture. Closes #13 Zed A. Shaw 2025-06-27 01:21:50 -0400
  • ea92dcc3c4 Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 Zed A. Shaw 2025-06-26 23:22:22 -0400
  • fcd1bc589c Make a function to access overlay cells Closes #35. Zed A. Shaw 2025-06-26 23:17:53 -0400
  • f668ff6b7a First round of cleanup. dnd_loot. Zed A. Shaw 2025-06-25 14:28:35 -0400
  • 689bb150c6 I think that's all the edge cases handled. You can more loot around fairly arbitrarily. Zed A. Shaw 2025-06-24 14:00:14 -0400
  • 6ff1919587 Cleaned up the move operation more so that I can use it in the other places that I need it. Zed A. Shaw 2025-06-24 13:23:55 -0400
  • 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. Zed A. Shaw 2025-06-24 11:33:37 -0400
  • 6a72d1160f When things die you get their things. Zed A. Shaw 2025-06-23 01:50:43 -0400
  • fb064ffbf1 Loot boxes now have ritual items and you can click on them, or the enemy just dies. Zed A. Shaw 2025-06-23 01:33:09 -0400
  • 3c5021e4c9 So far most of the bugs are solved but there's still some edge cases in the inventory dance. Zed A. Shaw 2025-06-22 23:54:50 -0400
  • 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. Zed A. Shaw 2025-06-22 12:50:09 -0400
  • 2c6565c40a Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container. Zed A. Shaw 2025-06-21 11:01:12 -0400
  • 812407c3df Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. Zed A. Shaw 2025-06-21 10:51:45 -0400
  • a0eff927b6 Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. Zed A. Shaw 2025-06-20 13:17:12 -0400
  • 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. Zed A. Shaw 2025-06-19 00:45:22 -0400
  • 68e50342e5 Can now drag an item out of inventory and drop it. Zed A. Shaw 2025-06-18 11:26:38 -0400
  • 87459d41bb Add the buttons I'll need for the next round of development. Zed A. Shaw 2025-06-17 12:46:17 -0400
  • dfd3118d04 Make the transitions more solid by having an open/close set of functions to maintain cleaning up internal state. Zed A. Shaw 2025-06-17 12:24:11 -0400
  • 029a0f86ae Drag now show the icon while you're dragging, so now need to work out all of the edge cases for each action. Zed A. Shaw 2025-06-17 11:50:03 -0400
  • 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. Zed A. Shaw 2025-06-15 00:12:46 -0400
  • cd02507023 Make a function that handles the mouse events for everything since those are very similar. Zed A. Shaw 2025-06-14 22:56:23 -0400
  • 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. Zed A. Shaw 2025-06-14 12:34:27 -0400
  • 7fc32b0248 Trying out Ragel's state machine generation as an alternative to the DinkyFSM style. Zed A. Shaw 2025-06-14 00:43:40 -0400
  • 9468990f76 DNDLoot works now, just had to fix a problem with the constructor. Zed A. Shaw 2025-06-13 10:46:05 -0400
  • 82ee8f68f7 Created a separate FSM for the DND functionality that compiles but need to wire it in to work. Zed A. Shaw 2025-06-13 00:57:45 -0400
  • 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. Zed A. Shaw 2025-06-12 22:51:58 -0400
  • 06a843f169 Autowalker does some basic item pickup now, just for testing. Zed A. Shaw 2025-06-12 20:12:13 -0400
  • 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. Zed A. Shaw 2025-06-12 19:41:32 -0400
  • 7db64b73c5 Made some notes for the next bit of work. Zed A. Shaw 2025-06-12 13:45:54 -0400
  • 7b0bac4f59 You now click on things to interact with them. Zed A. Shaw 2025-06-12 13:24:25 -0400
  • 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. Zed A. Shaw 2025-06-12 13:06:36 -0400
  • 2458f01ebd Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff. Zed A. Shaw 2025-06-12 00:10:21 -0400
  • 86eabed3db Now when you loot an item the loot UI works. Zed A. Shaw 2025-06-11 23:49:37 -0400
  • 38159a5f84 Fix the window coordinates so that you can resize. Zed A. Shaw 2025-06-11 00:56:41 -0400