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									 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 |  | 
				
					
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									 Zed A. Shaw | 9c66e870d2 | Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same. | 2025-02-18 11:39:27 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 615599084a | Bring in a spider enemy. | 2025-02-17 14:34:50 -05:00 |  | 
				
					
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									 Zed A. Shaw | deb235dbc5 | This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage. | 2025-02-17 05:26:47 -05:00 |  | 
				
					
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									 Zed A. Shaw | 2a4ada81bb | Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. | 2025-02-13 13:15:23 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | cfe56bbf99 | Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. | 2025-02-16 18:31:31 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 55feff23fb | Make the README better so people can try to build it. | 2025-02-16 02:59:40 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 45ad16c010 | A bit more refinement. | 2025-02-15 22:23:24 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | e106ad4be7 | Can click on buttons and make them change color. | 2025-02-15 14:29:27 -05:00 |  | 
				
					
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									 Zed A. Shaw | 7f9e200abe | LEL can now do hit detection on squares. | 2025-02-15 13:43:41 -05:00 |  | 
				
					
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									 Zed A. Shaw | aa149b6574 | Can now use lel::center to center something inside a cell. | 2025-02-15 13:22:36 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | d558da1620 | Just move all the one-liner functions straight into the parser. | 2025-02-15 12:21:04 -05:00 |  | 
				
					
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									 Zed A. Shaw | 60ed686eb0 | Already better than CSS because I can center stuff. | 2025-02-15 12:13:58 -05:00 |  | 
				
					
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									 Zed A. Shaw | 1620a5420f | Use a lel:: namespace. | 2025-02-15 11:55:04 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 846b7aaf16 | Initial cut of the lel parser mostly working but none of the basic alignment properties work. | 2025-02-14 15:40:15 -05:00 |  | 
				
					
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									 Zed A. Shaw | e7e0df6b70 | New rat enemy. | 2025-02-14 15:22:47 -05:00 |  | 
				
					
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									 Zed A. Shaw | 02a385e707 | Make the DinkyECS test fully isolated. | 2025-02-14 10:48:09 -05:00 |  | 
				
					
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									 Zed A. Shaw | f8dd5d816f | Basic combat system prototype works, but needs more GUI love to really work in the game. | 2025-02-14 10:18:45 -05:00 |  | 
				
					
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									 Zed A. Shaw | bfd2718cc9 | Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. | 2025-02-14 02:13:08 -05:00 |  | 
				
					
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									 Zed A. Shaw | 8a6b38c1a4 | Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out. | 2025-02-13 14:39:04 -05:00 |  | 
				
					
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									 Zed A. Shaw | d2700d2928 | You now have blood on your screen when below half health. | 2025-02-13 13:15:20 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 7eec67ffc8 | Got some buttons down now to make them do stuff. | 2025-02-12 18:06:25 -05:00 |  | 
				
					
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									 Zed A. Shaw | be4d0d51de | Two main GUI elements are placed for the left side status and the bottom combat UIs. | 2025-02-12 17:55:21 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | d38e2cb0f2 | All of the assets I need right now are done. | 2025-02-12 11:18:24 -05:00 |  | 
				
					
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									 Zed A. Shaw | 4027b70867 | More assets. | 2025-02-12 02:24:32 -05:00 |  | 
				
					
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									 Zed A. Shaw | 583ad6d9c5 | Create a bunch of textures for sprites in the game. | 2025-02-11 20:46:44 -05:00 |  | 
				
					
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									 Zed A. Shaw | ebaf4fc0ee | Fix map, it was moved over but scaled for the whole screen. | 2025-02-11 20:46:31 -05:00 |  | 
				
					
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									 Zed A. Shaw | 21e087ded5 | Basic UI positioning and layout prior to designing the UI and setting a place for the combat system. | 2025-02-11 14:35:54 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 6da830595c | Clean up the GUI some by moving the map_view out into its own file. | 2025-02-11 11:37:01 -05:00 |  | 
				
					
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									 Zed A. Shaw | 421cca308b | Fixed player showing up as an enemy and did better map centering. | 2025-02-11 11:10:18 -05:00 |  | 
				
					
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									 Zed A. Shaw | e2bd61a1e4 | Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there. | 2025-02-10 18:35:47 -05:00 |  | 
				
					
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									 Zed A. Shaw | abd843d5ec | Very basic attack system. | 2025-02-10 14:06:38 -05:00 |  |