2025-03-10 - 2025-09-10
Overview
1 release published by 1 user
Pre-release
version-0.2
Zedcaster Version 0.2: Punching, Fire, and Lightning Oh My
61 issues closed from 1 user
Closed
#30 Fix getting stuck in combat (systems.cpp:30)
Closed
#29 Create dead bodyy with no collision for no-loot situation
Closed
#59 Refactor the LevelManager into a module like textures
Closed
#85 DinkyECS shouldn't be copying facts and other stuff over to new worlds
Closed
#62 Enemy drops not working on next level
Closed
#80 Need to check for the file existing at textures.cpp:17 to give a better error
Closed
#83 Icons on the map don't match their visual location.
Closed
#82 Items you pickup and then drop not showing in the map
Closed
#84 Confirm that events can be sent in a for-loop
Closed
#79 Dead body prevents other things from being picked up
Closed
#81 Need a SpatialMap::get_all that returns all things at that spot because can't pickup potion after skull
Closed
#72 Need to a component for collision to tag things that have it and don't
Closed
#78 Rendering should better show that there's mutliple items on the ground
Closed
#73 Systems::distribute_loot should account for multiple things dying in the same spot
Closed
#76 SpatialMap::get and neighbors need to account for collision and multiple entities
Closed
#77 Drop items in the spot where the player is aiming
Closed
#74 If you go down a level you get items disappear when you walk over them and rats became ghosts
Closed
#2 Raycaster cuts off sprites because of render
Closed
#51 Redesign MapViewUI to use a grid of sprites.
Closed
#64 Make a MapGrid for wchar_t instead of Matrix
Closed
#58 Can't swap items in loot_ui
Closed
#1 Pickup item in combat makes it 'disapear'
Closed
#3 Grabbed items from inv->loot render behind loot UI
Closed
#57 WorldBuilder::configure_entity_in_map should init an aiming_at
Closed
#9 components::Position can have direction?
Closed
#53 Change the fact inventory::Model to one that is a constant keyed off player.entity
Closed
#52 Allow for swapping items in inventory.
Closed
#54 Need to be able to put stuff back on the ground
Closed
#56 Possible inventory drop edge case: Grab torch, put down where already torch
Closed
#17 Does make_action work after next level?
Closed
#19 Ability to mark sprites no_expand?
Closed
#21 DinkyECS identity/entity should be some kind of global counter
Closed
#34 In DNDLoot stop using a fake loot container for loose items
Closed
#39 Rewrite the MapViewUI::update and friends to not use a string
Closed
#6 guecs::UI has no way to map gui_id -> name
Closed
#40 Make rayview update itself rather than force update
Closed
#50 Bring back raycaster.cpp::aiming_at so I can boost things you aim at.
Closed
#42 In rayview.cpp::sprite_casting I can probably change $sprites to not hold SpriteTexture
Closed
#43 Use SpriteTexture.dim in rayview to replace the hard coded TEXTURE_WIDTH/HEIGHT
Closed
#48 raycaster.cpp:update_level is a giant pile of bullshit
Closed
#47 rituals.cpp:Blanket and friends should have their own id not DinkyECS::Entity, or the blanket items should be in the world too
Closed
#49 I mix up uint32_t and RGBA in raycaster.cpp
Closed
#16 aiming_at is way too convoluted
Closed
#11 Convert all DinkyECS::Entity to guecs::Entity
Closed
#41 Next level breaks the blanket and combat belt
Closed
#23 inventory::Model should have a _constant_ flag
Closed
#14 MainUI is weird with update_level
Closed
#32 Investigate worldbuilder.cpp::42 for PLAYER_TILE crash
Closed
#44 Make the tests/textures.cpp do a sprite/texture validation on all textures
Closed
#46 System::distribute_loot should create a new entity for the loot rather than reuse the dead thing.
Closed
#18 Make a DinkyECS::destroy method
Closed
#27 Confirm Pathing::random_walk includes dir.size
Closed
#26 Rename map::neighbors to walk or move?
Closed
#28 Confirm that I'm using GameConfig everywhere
Closed
#33 In DNDLoot, handle commit_move with a bool to abort
Closed
#38 Confirm that matriix.cpp::make_map is correct
Closed
#45 Crash when moving a torch from hand_r to feet or something
Closed
#13 Texture get frame width/height
Closed
#15 Mouse coordinates wrong when full screen.
Closed
#31 Rename GUI::ENEMY_SPAWN to ENTITY_SPAWN
Closed
#35 Make a function in main_ui for getting at overlay cells.
91 issues created by 2 users
Opened
#1 Pickup item in combat makes it 'disapear'
Opened
#2 Raycaster cuts off sprites because of render
Opened
#3 Grabbed items from inv->loot render behind loot UI
Opened
#4 Change ritual::JunkItem to not use std::string
Opened
#5 Blanket should use the World for its items too
Opened
#6 guecs::UI has no way to map gui_id -> name
Opened
#7 Prevent copy of UI classes in gui/
Opened
#8 Need a spawn system that can spawn into placed
Opened
#9 components::Position can have direction?
Opened
#10 inventory_count and InventoryItem needs a rewrite/remove
Opened
#11 Convert all DinkyECS::Entity to guecs::Entity
Opened
#12 Can I move the FSM::State enum and other into the FSM class?
Opened
#13 Texture get frame width/height
Opened
#14 MainUI is weird with update_level
Opened
#15 Mouse coordinates wrong when full screen.
Opened
#16 aiming_at is way too convoluted
Opened
#17 Does make_action work after next level?
Opened
#18 Make a DinkyECS::destroy method
Opened
#19 Ability to mark sprites no_expand?
Opened
#20 Rewrite dbc to use a macro
Opened
#21 DinkyECS identity/entity should be some kind of global counter
Opened
#22 In the GOAP algorithm is there really no way to have cost
Opened
#23 inventory::Model should have a _constant_ flag
Opened
#24 Implement BossFightUI v1
Opened
#25 Take the if(main.in_state) found in main.cpp and find a way to put in the FSM directly.
Opened
#26 Rename map::neighbors to walk or move?
Opened
#27 Confirm Pathing::random_walk includes dir.size
Opened
#28 Confirm that I'm using GameConfig everywhere
Opened
#29 Create dead bodyy with no collision for no-loot situation
Opened
#30 Fix getting stuck in combat (systems.cpp:30)
Opened
#31 Rename GUI::ENEMY_SPAWN to ENTITY_SPAWN
Opened
#32 Investigate worldbuilder.cpp::42 for PLAYER_TILE crash
Opened
#33 In DNDLoot, handle commit_move with a bool to abort
Opened
#34 In DNDLoot stop using a fake loot container for loose items
Opened
#35 Make a function in main_ui for getting at overlay cells.
Opened
#36 Unify event IDs so that there's not this weird GUI vs. FSM events
Opened
#37 Should guecs::make_action include the gui?
Opened
#38 Confirm that matriix.cpp::make_map is correct
Opened
#39 Rewrite the MapViewUI::update and friends to not use a string
Opened
#40 Make rayview update itself rather than force update
Opened
#41 Next level breaks the blanket and combat belt
Opened
#42 In rayview.cpp::sprite_casting I can probably change $sprites to not hold SpriteTexture
Opened
#43 Use SpriteTexture.dim in rayview to replace the hard coded TEXTURE_WIDTH/HEIGHT
Opened
#44 Make the tests/textures.cpp do a sprite/texture validation on all textures
Opened
#45 Crash when moving a torch from hand_r to feet or something
Opened
#46 System::distribute_loot should create a new entity for the loot rather than reuse the dead thing.
Opened
#47 rituals.cpp:Blanket and friends should have their own id not DinkyECS::Entity, or the blanket items should be in the world too
Opened
#48 raycaster.cpp:update_level is a giant pile of bullshit
Opened
#49 I mix up uint32_t and RGBA in raycaster.cpp
Opened
#50 Bring back raycaster.cpp::aiming_at so I can boost things you aim at.
Opened
#51 Redesign MapViewUI to use a grid of sprites.
Opened
#52 Allow for swapping items in inventory.
Opened
#53 Change the fact inventory::Model to one that is a constant keyed off player.entity
Opened
#54 Need to be able to put stuff back on the ground
Opened
#55 Cleanup how inventory::Model is used in status, dnd_loot, and loot_ui to recover from get_the
Opened
#56 Possible inventory drop edge case: Grab torch, put down where already torch
Opened
#57 WorldBuilder::configure_entity_in_map should init an aiming_at
Opened
#58 Can't swap items in loot_ui
Opened
#59 Refactor the LevelManager into a module like textures
Opened
#60 LootUI is using $target=$temp_loot
Opened
#61 Investigate sf::RenderTexture in rayview
Opened
#62 Enemy drops not working on next level
Opened
#63 The icongen.cpp will make the last square in the map_tile.png black before moving to centered tiles
Opened
#64 Make a MapGrid for wchar_t instead of Matrix
Opened
#65 map.hpp:EntityGrid has to exist already
Opened
#66 The map should really be a component like Rectangle
Opened
#67 Get rid of "id" in tiles.json
Opened
#68 Calculate compass_dir/direction in rayview and put in Position
Opened
#69 Document main_ui.plan_rotate and raycaster.plan_rotate better
Opened
#70 Rayview is rendering the sprites way too much
Opened
#71 In worldbuilder.cpp:95 I need to use a new component instead of using an inventory_count setting.
Opened
#72 Need to a component for collision to tag things that have it and don't
Opened
#73 Systems::distribute_loot should account for multiple things dying in the same spot
Opened
#74 If you go down a level you get items disappear when you walk over them and rats became ghosts
Opened
#75 LevelManager::spawn_enemy is hot dogshit
Opened
#76 SpatialMap::get and neighbors need to account for collision and multiple entities
Opened
#77 Drop items in the spot where the player is aiming
Opened
#78 Rendering should better show that there's mutliple items on the ground
Opened
#79 Dead body prevents other things from being picked up
Opened
#80 Need to check for the file existing at textures.cpp:17 to give a better error
Opened
#81 Need a SpatialMap::get_all that returns all things at that spot because can't pickup potion after skull
Opened
#82 Items you pickup and then drop not showing in the map
Opened
#83 Icons on the map don't match their visual location.
Opened
#84 Confirm that events can be sent in a for-loop
Opened
#85 DinkyECS shouldn't be copying facts and other stuff over to new worlds
Opened
#86 Enemies standing on items still don't fight
Opened
#87 Need to prevent invalid cell errors
Opened
#88 Raycaster$camera needs to be properly initialized
Opened
#89 Add an assert for player position equaling camera position
Opened
#90 StatusUI::init called way too much
Opened
#91 Change system::set_position to init_position