Commit graph

122 commits

Author SHA1 Message Date
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
64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 2025-02-27 15:24:17 -05:00
Zed A. Shaw
a876229e18 Forgot the rat king graphic. 2025-02-26 12:22:31 -05:00
Zed A. Shaw
b75a2b8c31 Add the rat king. 2025-02-26 10:32:39 -05:00
Zed A. Shaw
54fbf22b6d We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing. 2025-02-25 13:15:39 -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
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
dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. 2025-02-24 01:56:16 -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
fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2025-02-22 23:26:47 -05:00
Zed A. Shaw
b8bafdcab5 Forgot the pickup sound. 2025-02-22 23:07:03 -05:00
Zed A. Shaw
daae239831 Created a simple pickup sound that sounds like you put something in your bag. 2025-02-22 23:06:20 -05:00
Zed A. Shaw
806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 2025-02-22 22:40:44 -05:00
Zed A. Shaw
2261e6f418 Remove that terrible walking sound. 2025-02-22 22:19:05 -05:00
Zed A. Shaw
6e56de08c5 Quick little fix to add a blank sound for placeholders. 2025-02-22 22:18:41 -05:00
Zed A. Shaw
3720340ab7 Have a really bad walking sound. 2025-02-22 13:26:33 -05:00
Zed A. Shaw
20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2025-02-22 12:48:37 -05:00
Zed A. Shaw
83df9ff03b Super awesome twitchy animation for axe guy. 2025-02-22 11:03:38 -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
947ccbe180 A simple config loader test. 2025-02-21 23:17:53 -05:00
Zed A. Shaw
b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2025-02-21 11:34:46 -05:00
Zed A. Shaw
baa4d8ee2b Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon? 2025-02-20 00:30:39 -05:00
Zed A. Shaw
3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 2025-02-19 23:18:33 -05:00
Zed A. Shaw
0199248354 New axe wielding ranger for you to kill. 2025-02-19 13:24:54 -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
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
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
615599084a Bring in a spider enemy. 2025-02-17 14:34:50 -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
e7e0df6b70 New rat enemy. 2025-02-14 15:22:47 -05:00
Zed A. Shaw
d2700d2928 You now have blood on your screen when below half health. 2025-02-13 13:15:20 -05:00
Zed A. Shaw
1790eec697 Went with just making the left gui frame monochrome to sort out its value structure compared to the scene. 2025-02-12 16:16:30 -05:00
Zed A. Shaw
9fe7cac79b Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. 2025-02-12 14:02:34 -05:00
Zed A. Shaw
d38e2cb0f2 All of the assets I need right now are done. 2025-02-12 11:18:24 -05:00
Zed A. Shaw
4027b70867 More assets. 2025-02-12 02:24:32 -05:00
Zed A. Shaw
583ad6d9c5 Create a bunch of textures for sprites in the game. 2025-02-11 20:46:44 -05:00
Zed A. Shaw
90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 2025-02-11 13:31:39 -05:00
Zed A. Shaw
421cca308b Fixed player showing up as an enemy and did better map centering. 2025-02-11 11:10:18 -05:00
Zed A. Shaw
abd843d5ec Very basic attack system. 2025-02-10 14:06:38 -05:00
Zed A. Shaw
6bca6d021e Sprite is now a component we can place on anything to render it. 2025-02-10 12:58:24 -05:00
Zed A. Shaw
0cbe20af35 Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier. 2025-02-09 15:54:17 -05:00
Zed A. Shaw
a4c13f7fc9 Maps are back and have color now. TileCell needs a rework. 2025-02-09 14:57:19 -05:00
Zed A. Shaw
27bb08d62c Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data. 2025-02-09 14:17:07 -05:00
Zed A. Shaw
b6831b75a3 This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format. 2025-02-09 14:05:39 -05:00
Zed A. Shaw
a69be90464 Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 2025-02-08 21:16:25 -05:00
Zed A. Shaw
9e91c71125 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2025-02-08 14:03:09 -05:00
Zed A. Shaw
d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 2025-02-07 19:32:00 -05:00
Zed A. Shaw
25ad9b51f8 Really crappy minimap now displays. 2025-02-06 15:03:46 -05:00
Zed A. Shaw
4b18b21861 Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. 2025-02-05 20:26:09 -05:00