|  Zed A. Shaw | 83df9ff03b | Super awesome twitchy animation for axe guy. | 8 months ago | 
				
					
						|  Zed A. Shaw | 80a0f2ba75 | Basic simple animations where the enemies just move forward. | 8 months ago | 
				
					
						|  Zed A. Shaw | 947ccbe180 | A simple config loader test. | 8 months ago | 
				
					
						|  Zed A. Shaw | b8bb49df2c | A basic components test that just loads all the config files and their components into a world. | 8 months ago | 
				
					
						|  Zed A. Shaw | d0a6a92bc8 | More testing improvements. | 8 months ago | 
				
					
						|  Zed A. Shaw | 84fff71344 | Remove some dead functions. | 8 months ago | 
				
					
						|  Zed A. Shaw | 4b333c6684 | Fix the mouse so that it's discrete and one click means on action. | 8 months ago | 
				
					
						|  Zed A. Shaw | b43553a563 | Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. | 8 months ago | 
				
					
						|  Zed A. Shaw | 0260e3d345 | Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. | 8 months ago | 
				
					
						|  Zed A. Shaw | f3e1413022 | Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. | 8 months ago | 
				
					
						|  Zed A. Shaw | 6c1d851e85 | A bit more cleaning up of the gui and fsm, probaby done. | 8 months ago | 
				
					
						|  Zed A. Shaw | dd4f77a106 | More refactoring of the gui.  Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. | 8 months ago | 
				
					
						|  Zed A. Shaw | 23ed1594f2 | More refactoring of the FSM to MainUI. Move the overlay out and some more. | 8 months ago | 
				
					
						|  Zed A. Shaw | a7a60ad35c | Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb. | 8 months ago | 
				
					
						|  Zed A. Shaw | 4a1a8a7d65 | Mostly working overlay to show when in combat or not. | 8 months ago | 
				
					
						|  Zed A. Shaw | 30a7e1b2cc | Now overlay UI can show some text pretty easily and is showing the debug stats. | 8 months ago | 
				
					
						|  Zed A. Shaw | d8e1fc7aa3 | I have the overlay display the low health blood using the gui system. | 8 months ago | 
				
					
						|  Zed A. Shaw | 70a9420c11 | Started the overlay UI but need to make it possible to add/remove components to it. | 8 months ago | 
				
					
						|  Zed A. Shaw | 59d10a4506 | Get rid of the sprite on buttons until I have a better idea about the overall design. | 8 months ago | 
				
					
						|  Zed A. Shaw | baa4d8ee2b | Grave stones are not lootable and give 10 gold.  No idea what gold even does. I mean, why _are_ there traders in a dungeon? | 8 months ago | 
				
					
						|  Zed A. Shaw | 3b9525cca4 | Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. | 8 months ago | 
				
					
						|  Zed A. Shaw | 0199248354 | New axe wielding ranger for you to kill. | 8 months ago | 
				
					
						|  Zed A. Shaw | f2b7871d12 | Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. | 8 months ago | 
				
					
						|  Zed A. Shaw | e04c03b381 | Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids.  Then created a tombstone device to be used as a dead enemy marker that will later allow looting. | 8 months ago | 
				
					
						|  Zed A. Shaw | 6447f86954 | Status UI now fakes a kind of 'hot bar' inventory display. | 8 months ago | 
				
					
						|  Zed A. Shaw | f10498425e | Make the FPS/debug output render in a better place and not so in your face. | 8 months ago | 
				
					
						|  Zed A. Shaw | bfe0d797c8 | Status UI now has a log and some buttons. | 8 months ago | 
				
					
						|  Zed A. Shaw | 3a6ba8445a | Added a Background guecs component. | 8 months ago | 
				
					
						|  Zed A. Shaw | 69a810b5a1 | Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. | 8 months ago | 
				
					
						|  Zed A. Shaw | 722d55d948 | Refactored the GUECS system to have its own namespace then got Meter to work. | 8 months ago | 
				
					
						|  Zed A. Shaw | 9c66e870d2 | Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same. | 8 months ago | 
				
					
						|  Zed A. Shaw | 49a71e257e | GUI for combat now works better and I can create sprites for things if I want. | 8 months ago | 
				
					
						|  Zed A. Shaw | 46de98e6f4 | I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. | 8 months ago | 
				
					
						|  Zed A. Shaw | 615599084a | Bring in a spider enemy. | 8 months ago | 
				
					
						|  Zed A. Shaw | deb235dbc5 | This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage. | 8 months ago | 
				
					
						|  Zed A. Shaw | 2a4ada81bb | Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. | 8 months ago | 
				
					
						|  Zed A. Shaw | 8d9c2d8c05 | Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. | 8 months ago | 
				
					
						|  Zed A. Shaw | 7c1f05c801 | Combat UI is alright but need to now make a few common widgets. | 8 months ago | 
				
					
						|  Zed A. Shaw | cfe56bbf99 | Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. | 8 months ago | 
				
					
						|  Zed A. Shaw | 232c994347 | HP bar is working, and next just need to make the combat gui actually work. | 8 months ago | 
				
					
						|  Zed A. Shaw | 3ec2bf4784 | Can now do UI rendering based on the name and also have gaps in the grid reliably. | 8 months ago | 
				
					
						|  Zed A. Shaw | 79c84ce885 | New design on LEL that's way more sane and allows for more flexible columns and rows. | 8 months ago | 
				
					
						|  Zed A. Shaw | f884b83809 | SFML's use of fonts is bizarre.  It gives you a bounding box for the font, but then just ignores it and positions the text using the baseline, which is then outside of the bounding box. This is a quick fix but still looks wrong. | 8 months ago | 
				
					
						|  Zed A. Shaw | 55feff23fb | Make the README better so people can try to build it. | 8 months ago | 
				
					
						|  Zed A. Shaw | 6b9c67beec | Add some debug boxes around the fonts to figure out why they aren't vertically centered. | 8 months ago | 
				
					
						|  Zed A. Shaw | 45ad16c010 | A bit more refinement. | 8 months ago | 
				
					
						|  Zed A. Shaw | a7991a8f06 | Fixing more bugs related to percentages and then prototype a more complex UI. | 8 months ago | 
				
					
						|  Zed A. Shaw | e106ad4be7 | Can click on buttons and make them change color. | 8 months ago | 
				
					
						|  Zed A. Shaw | 7f9e200abe | LEL can now do hit detection on squares. | 8 months ago | 
				
					
						|  Zed A. Shaw | aa149b6574 | Can now use lel::center to center something inside a cell. | 8 months ago |