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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87459d41bb
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Add the buttons I'll need for the next round of development.
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2025-06-17 12:46:17 -04:00 |
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Zed A. Shaw
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dfd3118d04
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Make the transitions more solid by having an open/close set of functions to maintain cleaning up internal state.
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2025-06-17 12:24:11 -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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ca74b817e5
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You can grab stuff off the ground and put in your inventory but it doesn't show the sprite while you do it yet.
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2025-06-15 00:12:46 -04:00 |
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Zed A. Shaw
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cd02507023
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Make a function that handles the mouse events for everything since those are very similar.
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2025-06-14 22:56:23 -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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06a843f169
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Autowalker does some basic item pickup now, just for testing.
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2025-06-12 20:12:13 -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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7db64b73c5
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Made some notes for the next bit of work.
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2025-06-12 13:45:54 -04:00 |
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Zed A. Shaw
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7b0bac4f59
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You now click on things to interact with them.
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2025-06-12 13:24:25 -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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Zed A. Shaw
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4b0d76bbcc
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Even better API, but still not the best organization. This will let me implement both sides, then I can pull it out and try to generalize it into a few guecs components.
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2025-06-08 23:55:59 -04:00 |
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Zed A. Shaw
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3e0adf0c22
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Better meaning API on both sides for the drag-n-drop operations, but I _swear_ there's a way to do this in the GrabSource/DropTarget instead.
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2025-06-08 23:27:43 -04:00 |
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Zed A. Shaw
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47c219b86e
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Disable inventory select for now until I can get drag-n-drop formalized better.
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2025-06-08 22:15:25 -04:00 |
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Zed A. Shaw
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e1c2869d1c
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Sometimes we click too fast in the router to just handle it in IDLE.
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2025-06-08 22:06:12 -04:00 |
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Zed A. Shaw
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461ad03d27
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Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.
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2025-06-08 00:37:30 -04:00 |
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Zed A. Shaw
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842aac3127
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Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI.
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2025-06-07 15:29:18 -04:00 |
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Zed A. Shaw
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94385b195d
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Mostly worked out how to do looting but now need how to take out of inventory and put into loot.
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2025-06-07 00:11:29 -04:00 |
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Zed A. Shaw
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c509162be1
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The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it.
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2025-06-05 23:31:38 -04:00 |
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Zed A. Shaw
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5aa54d875f
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Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop.
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2025-06-05 01:23:52 -04:00 |
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Zed A. Shaw
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0674908e49
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Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM.
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2025-06-04 12:19:24 -04:00 |
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Zed A. Shaw
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5c47a0151c
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Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
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2025-06-03 13:43:16 -04:00 |
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Zed A. Shaw
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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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2025-06-02 23:34:31 -04:00 |
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Zed A. Shaw
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f208ca946e
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Made the components module work like textures and sound so that there's just one constant map of components.
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2025-06-02 23:33:59 -04:00 |
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Zed A. Shaw
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ab391aaa97
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Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
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2025-06-02 00:58:16 -04:00 |
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Zed A. Shaw
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b8d2d1870d
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Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
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2025-06-01 11:10:25 -04:00 |
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Zed A. Shaw
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e8199a973c
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Fix up the healing potion so it looks more like a healing potion.
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2025-05-30 22:31:03 -04:00 |
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Zed A. Shaw
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d2a5dfa713
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Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
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2025-05-30 20:35:17 -04:00 |
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Zed A. Shaw
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e45de2a2cf
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The config now prints a way better error message if you give it a bad file to use.
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2025-05-30 19:53:53 -04:00 |
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Zed A. Shaw
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dc8648016d
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Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
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2025-05-30 17:49:15 -04:00 |
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