Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/gui
Zed A. Shaw d6c5a89251 Fix the last few loot bugs before actually implementing the data model for inventory and loot. 1 week ago
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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 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
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
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 1 week ago
event_router.hpp The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it. 2 weeks ago
fsm.cpp Fix the last few loot bugs before actually implementing the data model for inventory and loot. 1 week ago
fsm.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
guecstra.cpp 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
guecstra.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
loot_ui.cpp Fix the last few loot bugs before actually implementing the data model for inventory and loot. 1 week ago
loot_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
main_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
main_ui.hpp Fixing up how rotation works with combat and then making the lighting better. 4 weeks 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 Loot UI is now mostly formed, just need to get loot into it and make it work. 1 month ago
overlay_ui.hpp Simple Loot UI started. 1 month 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 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
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 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.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