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									 Zed A. Shaw | 5e01eb29a9 | There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. | 2025-07-11 01:02:27 -04:00 |  | 
				
					
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									 Zed A. Shaw | b2a6262964 | Now have background color for the sprites used in the maps. | 2025-07-10 00:12:32 -04:00 |  | 
				
					
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									 Zed A. Shaw | b16ca3fd65 | I now have hacked in basic color for the wall tiles but not enemies and items. | 2025-07-09 14:36:31 -04:00 |  | 
				
					
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									 Zed A. Shaw | b2d0b0ee4c | Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning. | 2025-07-09 13:34:18 -04:00 |  | 
				
					
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									 Zed A. Shaw | 2c011079a8 | I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game. | 2025-07-09 01:54:49 -04:00 |  | 
				
					
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									 Zed A. Shaw | cfefffe1cc | I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are. | 2025-07-09 00:34:50 -04:00 |  | 
				
					
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									 Zed A. Shaw | 40611d4d54 | Crop the map sprite so it's not bigger than necessary. | 2025-07-08 22:54:59 -04:00 |  | 
				
					
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									 Zed A. Shaw | 04b3cf3f16 | Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell. | 2025-07-08 13:26:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | d6e2b64140 | icongen now makes a sprite sheet for the map which should be easier to work with. | 2025-07-08 13:09:39 -04:00 |  | 
				
					
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									 Zed A. Shaw | dbc2000434 | Started a map icon gen tool that will load the fonts and create tile sprites for everything I use. | 2025-07-08 00:55:45 -04:00 |  | 
				
					
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									 Zed A. Shaw | 056b0b307b | Implemented a little screenshot tool. | 2025-07-08 00:55:24 -04:00 |  | 
				
					
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									 Zed A. Shaw | f64b202ee7 | Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58. | 2025-07-07 13:25:17 -04:00 |  | 
				
					
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									 Zed A. Shaw | 601f3331ed | As an experiment, disable copy and move of the StatusUI. | 2025-07-06 23:59:06 -04:00 |  | 
				
					
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									 Zed A. Shaw | cd89625c96 | Just need one function for the 'hold_item' action. | 2025-07-06 23:35:17 -04:00 |  | 
				
					
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									 Zed A. Shaw | 265e53e05a | Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1. | 2025-07-06 12:05:28 -04:00 |  | 
				
					
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									 Zed A. Shaw | af3568154a | Just had to grab the sprite, duh. Closes #3. | 2025-07-06 11:36:30 -04:00 |  | 
				
					
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									 Zed A. Shaw | 1baf90a776 | Easy fix, just set aiming_at in the camera position. Closes #57. | 2025-07-05 12:04:07 -04:00 |  | 
				
					
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									 Zed A. Shaw | a26f0b0c0a | Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. | 2025-07-05 11:18:26 -04:00 |  | 
				
					
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									 Zed A. Shaw | 584c4e9f67 | Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56. | 2025-07-03 22:26:06 -04:00 |  | 
				
					
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									 Zed A. Shaw | 87e69bebde | There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54. | 2025-07-03 13:07:04 -04:00 |  | 
				
					
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									 Zed A. Shaw | 970905fcd5 | Make the player's inventory just a regular entity attached to the player.entity. | 2025-07-02 23:55:06 -04:00 |  | 
				
					
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									 Zed A. Shaw | 2421a33bb0 | Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model. | 2025-07-02 23:24:06 -04:00 |  | 
				
					
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									 Zed A. Shaw | 784f753e72 | Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities. | 2025-07-02 14:25:44 -04:00 |  | 
				
					
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									 Zed A. Shaw | 8c8d6dc9e7 | Clean things up before solving the move problem. | 2025-07-02 10:51:23 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6576164fad | Give a healing potion too for testing. | 2025-07-02 10:49:05 -04:00 |  | 
				
					
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									 Zed A. Shaw | b6d1ae2700 | Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. | 2025-07-01 14:26:39 -04:00 |  | 
				
					
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									 Zed A. Shaw | efdb0cb119 | Just use get_if here instead. | 2025-07-01 14:26:01 -04:00 |  | 
				
					
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									 Zed A. Shaw | 8bbafc4d10 | Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50. | 2025-06-30 12:36:00 -04:00 |  | 
				
					
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									 Zed A. Shaw | 0d79ce35b3 | Every sprite's dimensions are now taken from their config rather than a global. Closes #42. | 2025-06-30 11:00:01 -04:00 |  | 
				
					
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									 Zed A. Shaw | a418b48e94 | Don't re-run the whole next level thing on every spawned item. Closes #48 | 2025-06-30 10:38:53 -04:00 |  | 
				
					
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									 Zed A. Shaw | b28b76ee2d | Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. | 2025-06-30 10:15:22 -04:00 |  | 
				
					
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									 Zed A. Shaw | cad51f4908 | Use RGBA for the uint32_t color pixels. Closes #49. | 2025-06-29 11:53:17 -04:00 |  | 
				
					
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									 Zed A. Shaw | ab1a415b55 | Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16. | 2025-06-29 11:11:12 -04:00 |  | 
				
					
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									 Zed A. Shaw | 75c28cd764 | Fixed a few places. Closes #11 | 2025-06-28 23:30:41 -04:00 |  | 
				
					
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									 Zed A. Shaw | b603ef5a3f | Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. | 2025-06-28 23:17:36 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6a0725e401 | Simply re-init the overlay on new level. Closes #14. | 2025-06-28 22:39:46 -04:00 |  | 
				
					
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									 Zed A. Shaw | 02c42eb042 | System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing. Closes #46. | 2025-06-28 13:19:07 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6437bd3b54 | Now have a 'destroy' method that removes everything related to an entity. Closes #18. | 2025-06-28 12:47:17 -04:00 |  | 
				
					
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									 Zed A. Shaw | 7602fb0b31 | Not using Weapon anymore. | 2025-06-28 11:53:48 -04:00 |  | 
				
					
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									 Zed A. Shaw | 57d69015c2 | Renamed to random_walk since that's what it called. Closes #26. | 2025-06-28 11:38:06 -04:00 |  | 
				
					
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									 Zed A. Shaw | 769530b45c | Now standardized on GameConfig everywhere I can. Closes #28. | 2025-06-28 11:32:58 -04:00 |  | 
				
					
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									 Zed A. Shaw | b0204772c7 | Need to not transition out of END if the slot clicked is empty. Closes #45 | 2025-06-28 11:09:37 -04:00 |  | 
				
					
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									 Zed A. Shaw | 19682fd0bc | Add the frame width/height to SpriteTexture. Closes #13 | 2025-06-27 01:21:50 -04:00 |  | 
				
					
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									 Zed A. Shaw | ea92dcc3c4 | Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 | 2025-06-26 23:22:22 -04:00 |  | 
				
					
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									 Zed A. Shaw | fcd1bc589c | Make a function to access overlay cells Closes #35. | 2025-06-26 23:17:53 -04:00 |  | 
				
					
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									 Zed A. Shaw | f668ff6b7a | First round of cleanup. dnd_loot. | 2025-06-25 14:28:35 -04:00 |  | 
				
					
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									 Zed A. Shaw | 689bb150c6 | I think that's all the edge cases handled. You can more loot around fairly arbitrarily. | 2025-06-24 14:00:14 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6ff1919587 | Cleaned up the move operation more so that I can use it in the other places that I need it. | 2025-06-24 13:23:55 -04:00 |  | 
				
					
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									 Zed A. Shaw | f559b5a39d | 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. | 2025-06-24 11:33:37 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6a72d1160f | When things die you get their things. | 2025-06-23 01:50:43 -04:00 |  |