A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/gui
Zed A. Shaw 2458f01ebd Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff. 9 months ago
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boss_fight_ui.cpp Simple Loot UI started. 10 months ago
boss_fight_ui.hpp Simple Loot UI started. 10 months 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. 10 months ago
combat_ui.hpp Simple Loot UI started. 10 months ago
debug_ui.cpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 10 months ago
debug_ui.hpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 10 months ago
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 10 months 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. 10 months ago
fsm.cpp Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff. 9 months 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. 9 months ago
guecstra.cpp Fix the window coordinates so that you can resize. 9 months ago
guecstra.hpp Fix the window coordinates so that you can resize. 9 months ago
loot_ui.cpp Fix the last few loot bugs before actually implementing the data model for inventory and loot. 9 months 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. 9 months 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. 10 months ago
main_ui.hpp Fixing up how rotation works with combat and then making the lighting better. 10 months 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. 10 months ago
map_view.hpp Refactored out the tilemap since it was mostly doing nothing useful. 10 months ago
mini_map.cpp Move the map_view and mini_map into gui as well. 10 months ago
mini_map.hpp Refactored out the tilemap since it was mostly doing nothing useful. 10 months ago
overlay_ui.cpp Loot UI is now mostly formed, just need to get loot into it and make it work. 10 months ago
overlay_ui.hpp Simple Loot UI started. 10 months 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. 10 months ago
ritual_ui.hpp Working on a better character view. 10 months 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. 9 months 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. 9 months 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. 9 months 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. 9 months ago