Zed A. Shaw
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564f9842a2
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All of the UIs should be cleared out, and that just leaves the tests.
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2025-08-19 23:58:42 -04:00 |
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Zed A. Shaw
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d5ff57e025
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Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
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2025-08-19 11:05:32 -04:00 |
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Zed A. Shaw
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81e25f73bb
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Next phase of the refactor is done. Now to replace everything in Systems.
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2025-08-19 01:07:28 -04:00 |
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Zed A. Shaw
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25a143cf22
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Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
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2025-08-17 10:51:08 -04:00 |
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Zed A. Shaw
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a86912705c
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Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable.
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2025-08-14 14:10:28 -04:00 |
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Zed A. Shaw
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ad0069e899
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Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
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2025-08-13 11:43:23 -04:00 |
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Zed A. Shaw
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f19c1dbb20
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Now you can heal yourself.
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2025-08-11 16:59:19 -04:00 |
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Zed A. Shaw
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e03a63f9fb
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A little bit of refactoring while thinking about the loot next.
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2025-08-10 12:42:28 -04:00 |
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Zed A. Shaw
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f84b63f0e6
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The problem with picking up items under a dead body is fixed but now need to fix combat.
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2025-08-07 12:13:39 -04:00 |
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Zed A. Shaw
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0d889cd0ff
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Quick start to making it possible to use healing items, or any item really. Going with a style that it has to be on your toolbar to use it, and the toolbelt looks in your inventory to see ifyou have healing items.
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2025-08-06 13:16:22 -04:00 |
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Zed A. Shaw
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9bf6926dc3
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A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck.
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2025-08-03 23:58:59 -04:00 |
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Zed A. Shaw
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ff7111b006
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2025-07-22 15:04:22 -04:00 |
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Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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2025-07-15 13:28:23 -04:00 |
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Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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2025-07-08 00:55:24 -04:00 |
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Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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2025-07-06 12:05:28 -04:00 |
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Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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2025-07-06 11:36:30 -04:00 |
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Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2025-07-05 11:18:26 -04:00 |
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Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -04:00 |
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Zed A. Shaw
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b6d1ae2700
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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2025-07-01 14:26:39 -04:00 |
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Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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2025-06-30 10:38:53 -04:00 |
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Zed A. Shaw
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ea92dcc3c4
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2025-06-26 23:22:22 -04:00 |
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Zed A. Shaw
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fcd1bc589c
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Make a function to access overlay cells Closes #35.
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2025-06-26 23:17:53 -04:00 |
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Zed A. Shaw
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f559b5a39d
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Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG.
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2025-06-24 11:33:37 -04:00 |
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Zed A. Shaw
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6a72d1160f
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When things die you get their things.
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2025-06-23 01:50:43 -04:00 |
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Zed A. Shaw
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e0588847fa
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Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
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2025-06-22 12:50:09 -04:00 |
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Zed A. Shaw
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2c6565c40a
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Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container.
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2025-06-21 11:01:12 -04:00 |
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Zed A. Shaw
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812407c3df
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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2025-06-21 10:51:45 -04:00 |
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Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2025-06-20 13:17:12 -04:00 |
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Zed A. Shaw
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119b3ed11d
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Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now.
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2025-06-19 00:45:22 -04:00 |
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Zed A. Shaw
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68e50342e5
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Can now drag an item out of inventory and drop it.
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2025-06-18 11:26:38 -04:00 |
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Zed A. Shaw
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029a0f86ae
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Drag now show the icon while you're dragging, so now need to work out all of the edge cases for each action.
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2025-06-17 11:50:03 -04:00 |
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Zed A. Shaw
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d99d9a68c8
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Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though.
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2025-06-14 12:34:27 -04:00 |
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Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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2025-06-14 00:43:40 -04:00 |
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Zed A. Shaw
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9468990f76
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DNDLoot works now, just had to fix a problem with the constructor.
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2025-06-13 10:46:05 -04:00 |
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Zed A. Shaw
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82ee8f68f7
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Created a separate FSM for the DND functionality that compiles but need to wire it in to work.
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2025-06-13 00:57:45 -04:00 |
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Zed A. Shaw
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1ab708c4eb
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Clean up more of the FSM so that it's almost nothing.Now I'll try to make a stand-alone 'dnd' state machine to handle drag and drop functionality.
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2025-06-12 22:51:58 -04:00 |
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Zed A. Shaw
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af933c827a
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Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground.
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2025-06-12 19:41:32 -04:00 |
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Zed A. Shaw
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2aa4f0a2e8
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Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
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2025-06-12 13:06:36 -04:00 |
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Zed A. Shaw
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2458f01ebd
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Loot UI now opens when you can loot something, but it's still buggy and doesn't always show the stuff.
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2025-06-12 00:10:21 -04:00 |
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Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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2025-06-11 23:49:37 -04:00 |
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Zed A. Shaw
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38159a5f84
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Fix the window coordinates so that you can resize.
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2025-06-11 00:56:41 -04:00 |
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Zed A. Shaw
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d6c5a89251
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Fix the last few loot bugs before actually implementing the data model for inventory and loot.
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2025-06-10 22:58:57 -04:00 |
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Zed A. Shaw
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4a48910273
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There's a UISystem now for to compliment the entities and components in GUECS. I now use that to do the drag/drop transfers instead of raw code right in the FSM.
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2025-06-10 13:13:40 -04:00 |
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Zed A. Shaw
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e01e697535
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Move now works better, and the API is a lot cleaner. Now just need to make it not crash.
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2025-06-10 11:12:04 -04:00 |
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Zed A. Shaw
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be7b86a913
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Mostly refactored out the common things for drag/drop so now just to refine how it's used and bring back moving the sprite around.
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2025-06-10 00:52:38 -04:00 |
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Zed A. Shaw
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570b70ab0c
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More of the drag/drop is handled by the GrabSource/DropTarget components.
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2025-06-09 23:59:44 -04:00 |
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Zed A. Shaw
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7a551cf83a
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Remove commit_drop from status and loot UI since DropTarget already does that.
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2025-06-09 22:57:49 -04:00 |
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Zed A. Shaw
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343f3a246f
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Cleaned up and unified the source before the big refactor.
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2025-06-09 22:31:15 -04:00 |
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Zed A. Shaw
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0d6a71b06f
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Fixed a couple little bugs in the state so now can refactor out the dnd code.
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2025-06-09 22:18:13 -04:00 |
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Zed A. Shaw
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2a6b892e7f
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Can now round-trip a torch from loot to inventory and back.
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2025-06-09 14:02:26 -04:00 |
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