Commit graph

46 commits

Author SHA1 Message Date
Zed A. Shaw
7c90eb6da1 GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there. 2025-05-04 23:40:06 -04:00
Zed A. Shaw
abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. 2025-05-04 23:28:36 -04:00
Zed A. Shaw
1780a758b3 Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs. 2025-05-04 11:56:30 -04:00
Zed A. Shaw
20176cf54a GUECS refactor part 1. 2025-05-04 11:06:53 -04:00
Zed A. Shaw
4e7f837240 Cleanup of GUECS and the textures manager. 2025-05-03 23:38:03 -04:00
Zed A. Shaw
438bd8ab8a Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over. 2025-05-03 14:52:56 -04:00
Zed A. Shaw
70d27b9a95 GUECS now has a click_on function so you can programatically click on buttons for testing. 2025-05-03 12:18:39 -04:00
Zed A. Shaw
6269d10807 The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality. 2025-05-01 14:40:24 -04:00
Zed A. Shaw
8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. 2025-05-01 00:24:11 -04:00
Zed A. Shaw
2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 2025-04-29 23:59:40 -04:00
Zed A. Shaw
14619558fa Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon. 2025-04-28 13:21:10 -04:00
Zed A. Shaw
1ab5fa4291 Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 2025-04-25 23:17:45 -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
bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 2025-04-23 12:32:28 -04:00
Zed A. Shaw
137dcc1f30 Missing resources. 2025-04-15 12:46:13 -04:00
Zed A. Shaw
57e042e786 Now have a do_if on GUECS for many of the 'if this exists do this' patterns. 2025-04-15 12:02:24 -04:00
Zed A. Shaw
2ecef8d9f9 Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. 2025-04-15 11:38:38 -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
84a5f06dac Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset. 2025-04-14 23:06:08 -04:00
Zed A. Shaw
19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. 2025-04-14 13:16:19 -04:00
Zed A. Shaw
35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. 2025-04-13 17:11:21 -04:00
Zed A. Shaw
a5b8e411e3 I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables. 2025-04-13 15:17:08 -04:00
Zed A. Shaw
5a3b567fd1 Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS. 2025-04-08 13:01:24 -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
4f090159ab Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test. 2025-04-04 12:45:55 -04:00
Zed A. Shaw
72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 2025-03-28 12:40:46 -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
322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 2025-03-23 00:04:23 -04:00
Zed A. Shaw
6c9016eb0f After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it. 2025-03-21 02:51:02 -04:00
Zed A. Shaw
a0c0308461 More boss fight UI done and a bit of ambient sound working. 2025-02-28 00:52:48 -05:00
Zed A. Shaw
e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2025-02-25 03:01:07 -05:00
Zed A. Shaw
e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2025-02-23 22:57:27 -05:00
Zed A. Shaw
b7f49aa719 Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them. 2025-02-23 02:13:14 -05:00
Zed A. Shaw
80a0f2ba75 Basic simple animations where the enemies just move forward. 2025-02-22 01:36:31 -05:00
Zed A. Shaw
0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 2025-02-21 03:32:44 -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
4a1a8a7d65 Mostly working overlay to show when in combat or not. 2025-02-20 12:43:52 -05:00
Zed A. Shaw
30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 2025-02-20 10:53:01 -05:00
Zed A. Shaw
d8e1fc7aa3 I have the overlay display the low health blood using the gui system. 2025-02-20 08:41:45 -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
f2b7871d12 Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. 2025-02-19 08:56:34 -05:00
Zed A. Shaw
e04c03b381 Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting. 2025-02-19 08:33:18 -05:00
Zed A. Shaw
bfe0d797c8 Status UI now has a log and some buttons. 2025-02-18 23:58:13 -05:00
Zed A. Shaw
3a6ba8445a Added a Background guecs component. 2025-02-18 23:08:04 -05:00
Zed A. Shaw
69a810b5a1 Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. 2025-02-18 14:24:57 -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