Commit Graph

199 Commits (b8bafdcab5f5d13b9dfbac8dd0b23b0f09825cd2)
 

Author SHA1 Message Date
Zed A. Shaw b8bafdcab5 Forgot the pickup sound. 10 months ago
Zed A. Shaw daae239831 Created a simple pickup sound that sounds like you put something in your bag. 10 months ago
Zed A. Shaw 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 10 months ago
Zed A. Shaw 389690e5c3 Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 10 months ago
Zed A. Shaw 2261e6f418 Remove that terrible walking sound. 10 months ago
Zed A. Shaw 6e56de08c5 Quick little fix to add a blank sound for placeholders. 10 months ago
Zed A. Shaw 3720340ab7 Have a really bad walking sound. 10 months ago
Zed A. Shaw 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 10 months ago
Zed A. Shaw 83df9ff03b Super awesome twitchy animation for axe guy. 10 months ago
Zed A. Shaw 80a0f2ba75 Basic simple animations where the enemies just move forward. 10 months ago
Zed A. Shaw 947ccbe180 A simple config loader test. 10 months ago
Zed A. Shaw b8bb49df2c A basic components test that just loads all the config files and their components into a world. 10 months ago
Zed A. Shaw d0a6a92bc8 More testing improvements. 10 months ago
Zed A. Shaw 84fff71344 Remove some dead functions. 10 months ago
Zed A. Shaw 4b333c6684 Fix the mouse so that it's discrete and one click means on action. 10 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. 10 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. 10 months ago
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 10 months ago
Zed A. Shaw 6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. 10 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. 10 months ago
Zed A. Shaw 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 10 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. 10 months ago
Zed A. Shaw 4a1a8a7d65 Mostly working overlay to show when in combat or not. 10 months ago
Zed A. Shaw 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 10 months ago
Zed A. Shaw d8e1fc7aa3 I have the overlay display the low health blood using the gui system. 10 months ago
Zed A. Shaw 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 10 months ago
Zed A. Shaw 59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. 10 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? 10 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. 10 months ago
Zed A. Shaw 0199248354 New axe wielding ranger for you to kill. 10 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. 10 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. 10 months ago
Zed A. Shaw 6447f86954 Status UI now fakes a kind of 'hot bar' inventory display. 10 months ago
Zed A. Shaw f10498425e Make the FPS/debug output render in a better place and not so in your face. 10 months ago
Zed A. Shaw bfe0d797c8 Status UI now has a log and some buttons. 10 months ago
Zed A. Shaw 3a6ba8445a Added a Background guecs component. 10 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. 10 months ago
Zed A. Shaw 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. 10 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. 10 months ago
Zed A. Shaw 49a71e257e GUI for combat now works better and I can create sprites for things if I want. 10 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. 10 months ago
Zed A. Shaw 615599084a Bring in a spider enemy. 10 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. 10 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. 10 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. 10 months ago
Zed A. Shaw 7c1f05c801 Combat UI is alright but need to now make a few common widgets. 10 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. 10 months ago
Zed A. Shaw 232c994347 HP bar is working, and next just need to make the combat gui actually work. 10 months ago
Zed A. Shaw 3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. 10 months ago
Zed A. Shaw 79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. 10 months ago