Commit graph

35 commits

Author SHA1 Message Date
Zed A. Shaw
1ab5fa4291 Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 2025-04-25 23:17:45 -04:00
Zed A. Shaw
2fb1687997 Now have sounds and shaders working on the button for each of the different elements. 2025-04-25 11:54:30 -04:00
Zed A. Shaw
bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 2025-04-23 12:32:28 -04:00
Zed A. Shaw
137dcc1f30 Missing resources. 2025-04-15 12:46:13 -04:00
Zed A. Shaw
57e042e786 Now have a do_if on GUECS for many of the 'if this exists do this' patterns. 2025-04-15 12:02:24 -04:00
Zed A. Shaw
2ecef8d9f9 Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. 2025-04-15 11:38:38 -04:00
Zed A. Shaw
7186c2ecb0 I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting. 2025-04-15 01:01:44 -04:00
Zed A. Shaw
84a5f06dac Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset. 2025-04-14 23:06:08 -04:00
Zed A. Shaw
19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. 2025-04-14 13:16:19 -04:00
Zed A. Shaw
35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. 2025-04-13 17:11:21 -04:00
Zed A. Shaw
a5b8e411e3 I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables. 2025-04-13 15:17:08 -04:00
Zed A. Shaw
5a3b567fd1 Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS. 2025-04-08 13:01:24 -04:00
Zed A. Shaw
07ce8a4148 New debug_ui that shows perf data, other debug info, and allows spawning enemies. 2025-04-05 12:09:19 -04:00
Zed A. Shaw
4f090159ab Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test. 2025-04-04 12:45:55 -04:00
Zed A. Shaw
72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 2025-03-28 12:40:46 -04:00
Zed A. Shaw
5af9a6664e Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'. 2025-03-23 11:34:50 -04:00
Zed A. Shaw
322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 2025-03-23 00:04:23 -04:00
Zed A. Shaw
6c9016eb0f After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it. 2025-03-21 02:51:02 -04:00
Zed A. Shaw
a0c0308461 More boss fight UI done and a bit of ambient sound working. 2025-02-28 00:52:48 -05:00
Zed A. Shaw
e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2025-02-25 03:01:07 -05:00
Zed A. Shaw
e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2025-02-23 22:57:27 -05:00
Zed A. Shaw
b7f49aa719 Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them. 2025-02-23 02:13:14 -05:00
Zed A. Shaw
80a0f2ba75 Basic simple animations where the enemies just move forward. 2025-02-22 01:36:31 -05:00
Zed A. Shaw
0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 2025-02-21 03:32:44 -05:00
Zed A. Shaw
f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2025-02-21 03:00:56 -05:00
Zed A. Shaw
4a1a8a7d65 Mostly working overlay to show when in combat or not. 2025-02-20 12:43:52 -05:00
Zed A. Shaw
30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 2025-02-20 10:53:01 -05:00
Zed A. Shaw
d8e1fc7aa3 I have the overlay display the low health blood using the gui system. 2025-02-20 08:41:45 -05:00
Zed A. Shaw
70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 2025-02-20 02:33:09 -05:00
Zed A. Shaw
f2b7871d12 Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. 2025-02-19 08:56:34 -05:00
Zed A. Shaw
e04c03b381 Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting. 2025-02-19 08:33:18 -05:00
Zed A. Shaw
bfe0d797c8 Status UI now has a log and some buttons. 2025-02-18 23:58:13 -05:00
Zed A. Shaw
3a6ba8445a Added a Background guecs component. 2025-02-18 23:08:04 -05:00
Zed A. Shaw
69a810b5a1 Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. 2025-02-18 14:24:57 -05:00
Zed A. Shaw
722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. 2025-02-18 12:51:28 -05:00