Zed A. Shaw
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3e0adf0c22
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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.
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2025-06-08 23:27:43 -04:00 |
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Zed A. Shaw
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47c219b86e
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Disable inventory select for now until I can get drag-n-drop formalized better.
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2025-06-08 22:15:25 -04:00 |
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Zed A. Shaw
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461ad03d27
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Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.
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2025-06-08 00:37:30 -04:00 |
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Zed A. Shaw
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842aac3127
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Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI.
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2025-06-07 15:29:18 -04:00 |
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Zed A. Shaw
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94385b195d
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Mostly worked out how to do looting but now need how to take out of inventory and put into loot.
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2025-06-07 00:11:29 -04:00 |
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Zed A. Shaw
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c509162be1
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The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it.
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2025-06-05 23:31:38 -04:00 |
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Zed A. Shaw
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5aa54d875f
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Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop.
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2025-06-05 01:23:52 -04:00 |
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Zed A. Shaw
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0674908e49
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Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM.
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2025-06-04 12:19:24 -04:00 |
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Zed A. Shaw
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5c47a0151c
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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.
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2025-06-03 13:43:16 -04:00 |
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Zed A. Shaw
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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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2025-06-02 23:34:31 -04:00 |
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Zed A. Shaw
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b8d2d1870d
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Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
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2025-06-01 11:10:25 -04:00 |
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Zed A. Shaw
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3dc70c3af6
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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2025-05-29 12:34:25 -04:00 |
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Zed A. Shaw
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90c37fe4c9
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Fixing up how rotation works with combat and then making the lighting better.
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2025-05-22 14:25:42 -04:00 |
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Zed A. Shaw
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4eaf3c35d6
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Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
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2025-05-22 12:24:59 -04:00 |
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Zed A. Shaw
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5f1a453fb4
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Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
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2025-05-21 13:56:53 -04:00 |
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Zed A. Shaw
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a0b785cb2a
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Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
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2025-05-19 01:40:23 -04:00 |
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Zed A. Shaw
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d6e64dd06b
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The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate.
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2025-05-16 00:43:45 -04:00 |
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Zed A. Shaw
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bed5ce22d2
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Move gui_fsm to fsm but this causes some problems.
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2025-05-15 23:54:59 -04:00 |
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