Commit graph

27 commits

Author SHA1 Message Date
Zed A. Shaw
29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2025-02-24 23:26:50 -05:00
Zed A. Shaw
1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2025-02-24 12:05:54 -05:00
Zed A. Shaw
389690e5c3 Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 2025-02-22 22:27:56 -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
59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. 2025-02-20 00:44:13 -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
Zed A. Shaw
49a71e257e GUI for combat now works better and I can create sprites for things if I want. 2025-02-18 11:28:55 -05:00
Zed A. Shaw
46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 2025-02-18 01:10:56 -05:00
Zed A. Shaw
8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. 2025-02-16 21:19:21 -05:00
Zed A. Shaw
7c1f05c801 Combat UI is alright but need to now make a few common widgets. 2025-02-16 19:27:57 -05:00
Zed A. Shaw
232c994347 HP bar is working, and next just need to make the combat gui actually work. 2025-02-16 13:48:57 -05:00
Zed A. Shaw
3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. 2025-02-16 12:34:48 -05:00
Zed A. Shaw
f884b83809 SFML's use of fonts is bizarre. It gives you a bounding box for the font, but then just ignores it and positions the text using the baseline, which is then outside of the bounding box. This is a quick fix but still looks wrong. 2025-02-16 03:00:29 -05:00
Zed A. Shaw
6b9c67beec Add some debug boxes around the fonts to figure out why they aren't vertically centered. 2025-02-15 22:54:00 -05:00
Zed A. Shaw
a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. 2025-02-15 22:14:19 -05:00
Zed A. Shaw
e106ad4be7 Can click on buttons and make them change color. 2025-02-15 14:29:27 -05:00
Zed A. Shaw
7f9e200abe LEL can now do hit detection on squares. 2025-02-15 13:43:41 -05:00
Zed A. Shaw
aa149b6574 Can now use lel::center to center something inside a cell. 2025-02-15 13:22:36 -05:00
Zed A. Shaw
c03a384372 You can now prefix a size with % and it will do percentage for the size, even over 100. 2025-02-15 12:52:26 -05:00
Zed A. Shaw
60ed686eb0 Already better than CSS because I can center stuff. 2025-02-15 12:13:58 -05:00
Zed A. Shaw
cebf61a794 LEL is able to position right/left/top/bottom and expand out too. 2025-02-15 10:59:51 -05:00
Zed A. Shaw
872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. 2025-02-15 01:31:57 -05:00
Zed A. Shaw
1c8f542c21 Nuke taught me the other way to make class enums not suck so I guess no FU? 2025-02-13 11:14:32 -05:00
Zed A. Shaw
9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 2025-02-13 10:55:45 -05:00