A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/gui
Zed A. Shaw 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. 4 weeks ago
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boss_fight_ui.cpp 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. 4 weeks ago
boss_fight_ui.hpp Simple Loot UI started. 3 months ago
combat_ui.cpp Fixed a few places. Closes #11 2 months ago
combat_ui.hpp Fixed a few places. Closes #11 2 months ago
debug_ui.cpp Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 2 months 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 months ago
dnd_loot.cpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 month ago
dnd_loot.hpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 month ago
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 2 months 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. 2 months ago
fsm.cpp 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. 4 weeks ago
fsm.hpp Implemented a little screenshot tool. 1 month 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 months ago
guecstra.cpp 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. 4 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. 2 months ago
loot_ui.cpp 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. 4 weeks ago
loot_ui.hpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 month ago
main_ui.cpp Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1. 1 month ago
main_ui.hpp Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. 1 month ago
map_view.cpp 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. 4 weeks ago
map_view.hpp 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. 4 weeks ago
mini_map.cpp Ripped out the string based map and created a Matrix map drawing function. 1 month ago
mini_map.hpp Refactored out the tilemap since it was mostly doing nothing useful. 3 months ago
overlay_ui.cpp Simply re-init the overlay on new level. Closes #14. 2 months 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. 2 months ago
ritual_ui.cpp 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. 4 weeks 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. 2 months ago
status_ui.cpp 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. 4 weeks ago
status_ui.hpp Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 1 month ago