Commit graph

30 commits

Author SHA1 Message Date
Zed A. Shaw
1a9e068d02 Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though. 2025-04-27 13:35:05 -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
eb709930f5 Combat UI now uses different icons for different attack elements. 2025-04-24 23:48:25 -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
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
b5d93399d5 Converted the buttons to reflect the actions you can take. 2025-04-08 14:36:51 -04:00
Zed A. Shaw
d7e9944e58 Change the buttons to text for development until I can get the icons/art. 2025-04-08 13:01:56 -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
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
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
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
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
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
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
79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. 2025-02-16 11:50:14 -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
45ad16c010 A bit more refinement. 2025-02-15 22:23:24 -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
aa149b6574 Can now use lel::center to center something inside a cell. 2025-02-15 13:22:36 -05:00
Zed A. Shaw
1620a5420f Use a lel:: namespace. 2025-02-15 11:55:04 -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