A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/gui
Zed A. Shaw 056b0b307b Implemented a little screenshot tool. 17 hours ago
..
boss_fight_ui.cpp Simple Loot UI started. 2 months ago
boss_fight_ui.hpp Simple Loot UI started. 2 months ago
combat_ui.cpp Fixed a few places. Closes #11 1 week ago
combat_ui.hpp Fixed a few places. Closes #11 1 week ago
debug_ui.cpp Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 2 weeks ago
debug_ui.hpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 1 month ago
dnd_loot.cpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 day ago
dnd_loot.hpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 day ago
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 4 weeks ago
event_router.hpp 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. 3 weeks ago
fsm.cpp Implemented a little screenshot tool. 17 hours ago
fsm.hpp Implemented a little screenshot tool. 17 hours ago
fsm_events.hpp 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. 2 weeks ago
guecstra.cpp 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. 2 weeks ago
guecstra.hpp 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. 4 weeks ago
loot_ui.cpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 day ago
loot_ui.hpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 day ago
main_ui.cpp Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1. 2 days ago
main_ui.hpp Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. 3 days ago
map_view.cpp Just use get_if here instead. 1 week ago
map_view.hpp Refactored out the tilemap since it was mostly doing nothing useful. 1 month ago
mini_map.cpp Move the map_view and mini_map into gui as well. 2 months ago
mini_map.hpp Refactored out the tilemap since it was mostly doing nothing useful. 1 month ago
overlay_ui.cpp Simply re-init the overlay on new level. Closes #14. 1 week ago
overlay_ui.hpp 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. 4 weeks ago
ritual_ui.cpp Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 1 week ago
ritual_ui.hpp 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 week ago
status_ui.cpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 day ago
status_ui.hpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 day ago