A retro style homage to 80s dungeon crawlers hand crafted in C++.
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Zed A. Shaw
601f3331ed
As an experiment, disable copy and move of the StatusUI.
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1 year ago |
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boss_fight_ui.cpp
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Simple Loot UI started.
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1 year ago |
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boss_fight_ui.hpp
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Simple Loot UI started.
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1 year ago |
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combat_ui.cpp
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Fixed a few places. Closes #11
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1 year ago |
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combat_ui.hpp
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Fixed a few places. Closes #11
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1 year ago |
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debug_ui.cpp
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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1 year ago |
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debug_ui.hpp
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Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
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1 year ago |
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dnd_loot.cpp
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Just need one function for the 'hold_item' action.
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1 year ago |
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dnd_loot.hpp
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Just need one function for the 'hold_item' action.
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1 year ago |
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event_router.cpp
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Sometimes we click too fast in the router to just handle it in IDLE.
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1 year ago |
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event_router.hpp
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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.
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1 year ago |
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fsm.cpp
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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1 year ago |
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fsm.hpp
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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1 year ago |
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fsm_events.hpp
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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.
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1 year ago |
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guecstra.cpp
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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.
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1 year ago |
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guecstra.hpp
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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.
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1 year ago |
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loot_ui.cpp
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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1 year ago |
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loot_ui.hpp
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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1 year ago |
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main_ui.cpp
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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1 year ago |
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main_ui.hpp
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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1 year ago |
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map_view.cpp
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Just use get_if here instead.
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1 year ago |
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map_view.hpp
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Refactored out the tilemap since it was mostly doing nothing useful.
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1 year ago |
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mini_map.cpp
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Move the map_view and mini_map into gui as well.
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1 year ago |
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mini_map.hpp
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Refactored out the tilemap since it was mostly doing nothing useful.
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1 year ago |
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overlay_ui.cpp
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Simply re-init the overlay on new level. Closes #14.
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1 year ago |
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overlay_ui.hpp
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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.
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1 year ago |
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ritual_ui.cpp
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Forgot to update the level in the RitualUI so nothing actually worked. Closes #41.
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1 year ago |
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ritual_ui.hpp
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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1 year ago |
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status_ui.cpp
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Make the player's inventory just a regular entity attached to the player.entity.
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1 year ago |
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status_ui.hpp
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As an experiment, disable copy and move of the StatusUI.
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1 year ago |