Commit Graph

  • 83df9ff03b Super awesome twitchy animation for axe guy. Zed A. Shaw 2025-02-22 11:03:38 -0500
  • 80a0f2ba75 Basic simple animations where the enemies just move forward. Zed A. Shaw 2025-02-22 01:36:31 -0500
  • 947ccbe180 A simple config loader test. Zed A. Shaw 2025-02-21 23:17:53 -0500
  • b8bb49df2c A basic components test that just loads all the config files and their components into a world. Zed A. Shaw 2025-02-21 22:52:53 -0500
  • d0a6a92bc8 More testing improvements. Zed A. Shaw 2025-02-21 13:21:13 -0500
  • 84fff71344 Remove some dead functions. Zed A. Shaw 2025-02-21 12:37:16 -0500
  • 4b333c6684 Fix the mouse so that it's discrete and one click means on action. Zed A. Shaw 2025-02-21 12:32:55 -0500
  • b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. Zed A. Shaw 2025-02-21 11:34:46 -0500
  • 0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. Zed A. Shaw 2025-02-21 03:32:44 -0500
  • f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. Zed A. Shaw 2025-02-21 03:00:56 -0500
  • 6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. Zed A. Shaw 2025-02-21 01:04:32 -0500
  • dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. Zed A. Shaw 2025-02-21 00:50:54 -0500
  • 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. Zed A. Shaw 2025-02-21 00:19:35 -0500
  • a7a60ad35c Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb. Zed A. Shaw 2025-02-20 23:18:18 -0500
  • 4a1a8a7d65 Mostly working overlay to show when in combat or not. Zed A. Shaw 2025-02-20 12:43:52 -0500
  • 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. Zed A. Shaw 2025-02-20 10:53:01 -0500
  • d8e1fc7aa3 I have the overlay display the low health blood using the gui system. Zed A. Shaw 2025-02-20 08:41:45 -0500
  • 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. Zed A. Shaw 2025-02-20 02:33:09 -0500
  • 59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. Zed A. Shaw 2025-02-20 00:44:13 -0500
  • baa4d8ee2b Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon? Zed A. Shaw 2025-02-20 00:30:39 -0500
  • 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. Zed A. Shaw 2025-02-19 23:18:33 -0500
  • 0199248354 New axe wielding ranger for you to kill. Zed A. Shaw 2025-02-19 13:24:54 -0500
  • f2b7871d12 Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. Zed A. Shaw 2025-02-19 08:56:34 -0500
  • e04c03b381 Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting. Zed A. Shaw 2025-02-19 08:33:18 -0500
  • 6447f86954 Status UI now fakes a kind of 'hot bar' inventory display. Zed A. Shaw 2025-02-19 00:35:32 -0500
  • f10498425e Make the FPS/debug output render in a better place and not so in your face. Zed A. Shaw 2025-02-19 00:22:59 -0500
  • bfe0d797c8 Status UI now has a log and some buttons. Zed A. Shaw 2025-02-18 23:58:13 -0500
  • 3a6ba8445a Added a Background guecs component. Zed A. Shaw 2025-02-18 23:08:04 -0500
  • 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. Zed A. Shaw 2025-02-18 14:24:57 -0500
  • 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. Zed A. Shaw 2025-02-18 12:51:28 -0500
  • 9c66e870d2 Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same. Zed A. Shaw 2025-02-18 11:39:27 -0500
  • 49a71e257e GUI for combat now works better and I can create sprites for things if I want. Zed A. Shaw 2025-02-18 11:28:55 -0500
  • 46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. Zed A. Shaw 2025-02-18 01:10:56 -0500
  • 615599084a Bring in a spider enemy. Zed A. Shaw 2025-02-17 14:34:50 -0500
  • deb235dbc5 This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage. Zed A. Shaw 2025-02-17 05:26:47 -0500
  • 2a4ada81bb Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. Zed A. Shaw 2025-02-13 13:15:23 -0500
  • 8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. Zed A. Shaw 2025-02-16 21:19:21 -0500
  • 7c1f05c801 Combat UI is alright but need to now make a few common widgets. Zed A. Shaw 2025-02-16 19:27:57 -0500
  • cfe56bbf99 Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. Zed A. Shaw 2025-02-16 18:31:31 -0500
  • 232c994347 HP bar is working, and next just need to make the combat gui actually work. Zed A. Shaw 2025-02-16 13:48:57 -0500
  • 3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. Zed A. Shaw 2025-02-16 12:34:48 -0500
  • 79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. Zed A. Shaw 2025-02-16 11:50:14 -0500
  • 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. Zed A. Shaw 2025-02-16 03:00:29 -0500
  • 55feff23fb Make the README better so people can try to build it. Zed A. Shaw 2025-02-16 02:59:40 -0500
  • 6b9c67beec Add some debug boxes around the fonts to figure out why they aren't vertically centered. Zed A. Shaw 2025-02-15 22:54:00 -0500
  • 45ad16c010 A bit more refinement. Zed A. Shaw 2025-02-15 22:23:24 -0500
  • a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. Zed A. Shaw 2025-02-15 22:14:19 -0500
  • e106ad4be7 Can click on buttons and make them change color. Zed A. Shaw 2025-02-15 14:29:27 -0500
  • 7f9e200abe LEL can now do hit detection on squares. Zed A. Shaw 2025-02-15 13:43:41 -0500
  • aa149b6574 Can now use lel::center to center something inside a cell. Zed A. Shaw 2025-02-15 13:22:36 -0500
  • c03a384372 You can now prefix a size with % and it will do percentage for the size, even over 100. Zed A. Shaw 2025-02-15 12:52:26 -0500
  • d558da1620 Just move all the one-liner functions straight into the parser. Zed A. Shaw 2025-02-15 12:21:04 -0500
  • 60ed686eb0 Already better than CSS because I can center stuff. Zed A. Shaw 2025-02-15 12:13:58 -0500
  • 1620a5420f Use a lel:: namespace. Zed A. Shaw 2025-02-15 11:55:04 -0500
  • cebf61a794 LEL is able to position right/left/top/bottom and expand out too. Zed A. Shaw 2025-02-15 10:59:51 -0500
  • 872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. Zed A. Shaw 2025-02-15 01:31:57 -0500
  • 846b7aaf16 Initial cut of the lel parser mostly working but none of the basic alignment properties work. Zed A. Shaw 2025-02-14 15:40:15 -0500
  • e7e0df6b70 New rat enemy. Zed A. Shaw 2025-02-14 15:22:47 -0500
  • 02a385e707 Make the DinkyECS test fully isolated. Zed A. Shaw 2025-02-14 10:48:09 -0500
  • f8dd5d816f Basic combat system prototype works, but needs more GUI love to really work in the game. Zed A. Shaw 2025-02-14 10:18:45 -0500
  • bfd2718cc9 Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. Zed A. Shaw 2025-02-14 02:13:08 -0500
  • 8a6b38c1a4 Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out. Zed A. Shaw 2025-02-13 14:39:04 -0500
  • d2700d2928 You now have blood on your screen when below half health. Zed A. Shaw 2025-02-13 13:15:20 -0500
  • 1c8f542c21 Nuke taught me the other way to make class enums not suck so I guess no FU? Zed A. Shaw 2025-02-13 11:14:32 -0500
  • 9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. Zed A. Shaw 2025-02-13 10:55:45 -0500
  • 7eec67ffc8 Got some buttons down now to make them do stuff. Zed A. Shaw 2025-02-12 18:06:25 -0500
  • be4d0d51de Two main GUI elements are placed for the left side status and the bottom combat UIs. Zed A. Shaw 2025-02-12 17:55:21 -0500
  • 1790eec697 Went with just making the left gui frame monochrome to sort out its value structure compared to the scene. Zed A. Shaw 2025-02-12 16:16:30 -0500
  • 9fe7cac79b Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. Zed A. Shaw 2025-02-12 14:02:34 -0500
  • d38e2cb0f2 All of the assets I need right now are done. Zed A. Shaw 2025-02-12 11:18:24 -0500
  • 4027b70867 More assets. Zed A. Shaw 2025-02-12 02:24:32 -0500
  • 583ad6d9c5 Create a bunch of textures for sprites in the game. Zed A. Shaw 2025-02-11 20:46:44 -0500
  • ebaf4fc0ee Fix map, it was moved over but scaled for the whole screen. Zed A. Shaw 2025-02-11 20:46:31 -0500
  • 21e087ded5 Basic UI positioning and layout prior to designing the UI and setting a place for the combat system. Zed A. Shaw 2025-02-11 14:35:54 -0500
  • 90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. Zed A. Shaw 2025-02-11 13:31:39 -0500
  • 6da830595c Clean up the GUI some by moving the map_view out into its own file. Zed A. Shaw 2025-02-11 11:37:01 -0500
  • 421cca308b Fixed player showing up as an enemy and did better map centering. Zed A. Shaw 2025-02-11 11:10:18 -0500
  • e2bd61a1e4 Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there. Zed A. Shaw 2025-02-10 18:35:47 -0500
  • abd843d5ec Very basic attack system. Zed A. Shaw 2025-02-10 14:06:38 -0500
  • 6bca6d021e Sprite is now a component we can place on anything to render it. Zed A. Shaw 2025-02-10 12:58:24 -0500
  • 9c37960283 Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly. Zed A. Shaw 2025-02-10 12:05:07 -0500
  • 2de4b43914 Remove this formula comment. #NOTE Zed A. Shaw 2025-02-10 11:34:35 -0500
  • 51972b0c35 Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup. Zed A. Shaw 2025-02-10 11:32:50 -0500
  • 0cbe20af35 Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. Zed A. Shaw 2025-02-09 15:54:17 -0500
  • a4c13f7fc9 Maps are back and have color now. TileCell needs a rework. Zed A. Shaw 2025-02-09 14:57:19 -0500
  • 27bb08d62c Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data. Zed A. Shaw 2025-02-09 14:17:07 -0500
  • b6831b75a3 This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format. Zed A. Shaw 2025-02-09 14:05:39 -0500
  • a69be90464 Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. Zed A. Shaw 2025-02-08 21:16:25 -0500
  • 9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. Zed A. Shaw 2025-02-08 14:03:09 -0500
  • 96efc990c1 Brought in nuke's idea for json serialize now to use it. Zed A. Shaw 2025-02-08 12:04:53 -0500
  • 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. Zed A. Shaw 2025-02-07 19:32:00 -0500
  • 55b67dcf5d Fix a bug where enemies will path into the player's space because collision isn't done at the right time. I think this may need another fix in the future when we get to the combat. Zed A. Shaw 2025-02-07 16:10:37 -0500
  • 3986e6978e Sprites now have a distance lighting calculation that's the same as the raycaster using a shader. Zed A. Shaw 2025-02-07 13:50:50 -0500
  • a19bc47904 FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0. Zed A. Shaw 2025-02-07 11:05:15 -0500
  • 25ad9b51f8 Really crappy minimap now displays. Zed A. Shaw 2025-02-06 15:03:46 -0500
  • e85b5d998b System now controls the motion better since it's not GUIs job. Zed A. Shaw 2025-02-06 12:13:22 -0500
  • 1973a7a1df GUI MOVE state is now cleaner and the camera is more consistent. Zed A. Shaw 2025-02-06 11:55:43 -0500
  • b0437d352b Cleaned up a lot but now trying to refactor some more but making a mistake. Zed A. Shaw 2025-02-06 11:41:01 -0500
  • 4b18b21861 Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. Zed A. Shaw 2025-02-05 20:26:09 -0500
  • 14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. Zed A. Shaw 2025-02-05 14:16:31 -0500