Commit graph

38 commits

Author SHA1 Message Date
Zed A. Shaw
a20d701096 Rename to GameDB and GameDB::Level. 2025-08-20 23:20:36 -04:00
Zed A. Shaw
564f9842a2 All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00
Zed A. Shaw
d5ff57e025 Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api. 2025-08-19 11:05:32 -04:00
Zed A. Shaw
a86912705c Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable. 2025-08-14 14:10:28 -04:00
Zed A. Shaw
694ee210d6 Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77. 2025-08-02 23:26:42 -04:00
Zed A. Shaw
d93bc1615c Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs. 2025-07-23 14:03:41 -04:00
Zed A. Shaw
ff7111b006 Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2. 2025-07-22 15:04:22 -04:00
Zed A. Shaw
b311713064 Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually. 2025-07-22 01:08:48 -04:00
Zed A. Shaw
f64b202ee7 Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. 2025-07-07 13:25:17 -04:00
Zed A. Shaw
584c4e9f67 Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56. 2025-07-03 22:26:06 -04:00
Zed A. Shaw
8c8d6dc9e7 Clean things up before solving the move problem. 2025-07-02 10:51:23 -04:00
Zed A. Shaw
b6d1ae2700 Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 2025-07-01 14:26:39 -04:00
Zed A. Shaw
e0588847fa 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. 2025-06-22 12:50:09 -04:00
Zed A. Shaw
2c6565c40a Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container. 2025-06-21 11:01:12 -04:00
Zed A. Shaw
812407c3df Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. 2025-06-21 10:51:45 -04:00
Zed A. Shaw
a0eff927b6 Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2025-06-20 13:17:12 -04:00
Zed A. Shaw
87459d41bb Add the buttons I'll need for the next round of development. 2025-06-17 12:46:17 -04:00
Zed A. Shaw
2aa4f0a2e8 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. 2025-06-12 13:06:36 -04:00
Zed A. Shaw
d6c5a89251 Fix the last few loot bugs before actually implementing the data model for inventory and loot. 2025-06-10 22:58:57 -04:00
Zed A. Shaw
4a48910273 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. 2025-06-10 13:13:40 -04:00
Zed A. Shaw
e01e697535 Move now works better, and the API is a lot cleaner. Now just need to make it not crash. 2025-06-10 11:12:04 -04:00
Zed A. Shaw
be7b86a913 Mostly refactored out the common things for drag/drop so now just to refine how it's used and bring back moving the sprite around. 2025-06-10 00:52:38 -04:00
Zed A. Shaw
570b70ab0c More of the drag/drop is handled by the GrabSource/DropTarget components. 2025-06-09 23:59:44 -04:00
Zed A. Shaw
7a551cf83a Remove commit_drop from status and loot UI since DropTarget already does that. 2025-06-09 22:57:49 -04:00
Zed A. Shaw
343f3a246f Cleaned up and unified the source before the big refactor. 2025-06-09 22:31:15 -04:00
Zed A. Shaw
2a6b892e7f Can now round-trip a torch from loot to inventory and back. 2025-06-09 14:02:26 -04:00
Zed A. Shaw
4b0d76bbcc Even better API, but still not the best organization. This will let me implement both sides, then I can pull it out and try to generalize it into a few guecs components. 2025-06-08 23:55:59 -04:00
Zed A. Shaw
3e0adf0c22 Better meaning API on both sides for the drag-n-drop operations, but I _swear_ there's a way to do this in the GrabSource/DropTarget instead. 2025-06-08 23:27:43 -04:00
Zed A. Shaw
461ad03d27 Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource. 2025-06-08 00:37:30 -04:00
Zed A. Shaw
842aac3127 Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI. 2025-06-07 15:29:18 -04:00
Zed A. Shaw
94385b195d Mostly worked out how to do looting but now need how to take out of inventory and put into loot. 2025-06-07 00:11:29 -04:00
Zed A. Shaw
5c47a0151c Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character. 2025-06-03 13:43:16 -04:00
Zed A. Shaw
4b34de2109 Initial loot UI works to load an item by its world entity ID. 2025-06-02 23:34:31 -04:00
Zed A. Shaw
dc8648016d 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. 2025-05-30 17:49:15 -04:00
Zed A. Shaw
bed5ce22d2 Move gui_fsm to fsm but this causes some problems. 2025-05-15 23:54:59 -04:00
Zed A. Shaw
cc44c9d37a Move the guecstra stuff into the gui. 2025-05-15 22:50:59 -04:00
Zed A. Shaw
dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. 2025-05-14 11:49:09 -04:00
Zed A. Shaw
8545b8cf1d Simple Loot UI started. 2025-05-14 00:51:53 -04:00