A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/gui
Zed A. Shaw b6d1ae2700 Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 1 day ago
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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 4 days ago
combat_ui.hpp Fixed a few places. Closes #11 4 days ago
debug_ui.cpp Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 6 days 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 Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 1 day ago
dnd_loot.hpp Need to not transition out of END if the slot clicked is empty. Closes #45 5 days ago
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 3 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 Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 1 day ago
fsm.hpp Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 1 day 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. 1 week 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. 3 weeks ago
loot_ui.cpp Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 1 day ago
loot_ui.hpp Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 1 day ago
main_ui.cpp 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. 3 days ago
main_ui.hpp Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. 4 days ago
map_view.cpp Just use get_if here instead. 1 day 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. 4 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. 3 weeks ago
ritual_ui.cpp Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 4 days 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. 3 days ago
status_ui.cpp Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 4 days ago
status_ui.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2 weeks ago