Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/gui
Zed A. Shaw f668ff6b7a First round of cleanup. dnd_loot. 15 hours 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 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 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. 4 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. 4 weeks ago
dnd_loot.cpp First round of cleanup. dnd_loot. 15 hours ago
dnd_loot.hpp First round of cleanup. dnd_loot. 15 hours ago
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 2 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. 2 weeks ago
fsm.cpp 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 days ago
fsm.hpp Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. 5 days 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 days 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. 4 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. 2 weeks ago
loot_ui.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. 4 days ago
loot_ui.hpp Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. 5 days ago
main_ui.cpp Loot boxes now have ritual items and you can click on them, or the enemy just dies. 3 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. 2 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. 1 month 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. 1 month ago
mini_map.hpp Refactored out the tilemap since it was mostly doing nothing useful. 1 month ago
overlay_ui.cpp 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 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. 2 weeks ago
ritual_ui.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 6 days ago
ritual_ui.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 6 days ago
status_ui.cpp Cleaned up the move operation more so that I can use it in the other places that I need it. 2 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. 6 days ago