A retro style homage to 80s dungeon crawlers hand crafted in C++.
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Zed A. Shaw
ea92dcc3c4
Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2 months ago |
.. |
boss_fight_ui.cpp
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Simple Loot UI started.
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4 months ago |
boss_fight_ui.hpp
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Simple Loot UI started.
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4 months ago |
combat_ui.cpp
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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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3 months ago |
combat_ui.hpp
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Simple Loot UI started.
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4 months ago |
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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2 months ago |
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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3 months ago |
dnd_loot.cpp
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Make a function to access overlay cells Closes #35.
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2 months ago |
dnd_loot.hpp
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First round of cleanup. dnd_loot.
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3 months ago |
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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3 months ago |
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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3 months ago |
fsm.cpp
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2 months ago |
fsm.hpp
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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3 months ago |
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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3 months ago |
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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3 months ago |
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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3 months ago |
loot_ui.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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3 months ago |
loot_ui.hpp
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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3 months ago |
main_ui.cpp
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Make a function to access overlay cells Closes #35.
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2 months ago |
main_ui.hpp
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Make a function to access overlay cells Closes #35.
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2 months ago |
map_view.cpp
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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.
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4 months ago |
map_view.hpp
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Refactored out the tilemap since it was mostly doing nothing useful.
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4 months ago |
mini_map.cpp
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Move the map_view and mini_map into gui as well.
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4 months ago |
mini_map.hpp
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Refactored out the tilemap since it was mostly doing nothing useful.
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4 months ago |
overlay_ui.cpp
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Make a function to access overlay cells Closes #35.
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2 months ago |
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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3 months ago |
ritual_ui.cpp
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Make a function to access overlay cells Closes #35.
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2 months ago |
ritual_ui.hpp
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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3 months ago |
status_ui.cpp
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Cleaned up the move operation more so that I can use it in the other places that I need it.
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3 months ago |
status_ui.hpp
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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3 months ago |