Exploring raycasters and possibly make a little "doom like" game based on it.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
raycaster/gui
Zed A. Shaw 68e50342e5 Can now drag an item out of inventory and drop it. 21 hours ago
..
boss_fight_ui.cpp Simple Loot UI started. 1 month ago
boss_fight_ui.hpp Simple Loot UI started. 1 month ago
combat_ui.cpp 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. 7 days ago
combat_ui.hpp Simple Loot UI started. 1 month ago
debug_ui.cpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 3 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. 3 weeks ago
dnd_loot.cpp Can now drag an item out of inventory and drop it. 21 hours ago
dnd_loot.hpp Can now drag an item out of inventory and drop it. 21 hours ago
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 1 week 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. 5 days ago
fsm.cpp Can now drag an item out of inventory and drop it. 21 hours ago
fsm.hpp Can now drag an item out of inventory and drop it. 21 hours ago
fsm_events.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. 5 days ago
guecstra.cpp 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. 7 days 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. 7 days ago
loot_ui.cpp Add the buttons I'll need for the next round of development. 2 days ago
loot_ui.hpp Add the buttons I'll need for the next round of development. 2 days ago
main_ui.cpp 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. 7 days ago
main_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. 7 days ago
map_view.cpp 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. 4 weeks ago
map_view.hpp Refactored out the tilemap since it was mostly doing nothing useful. 4 weeks ago
mini_map.cpp Move the map_view and mini_map into gui as well. 1 month ago
mini_map.hpp Refactored out the tilemap since it was mostly doing nothing useful. 4 weeks ago
overlay_ui.cpp 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. 7 days 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. 7 days ago
ritual_ui.cpp 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. 3 weeks ago
ritual_ui.hpp Working on a better character view. 1 month ago
status_ui.cpp 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. 7 days ago
status_ui.hpp 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. 1 week ago
uisystems.cpp 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. 6 days ago
uisystems.hpp 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. 6 days ago