Zed A. Shaw
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8545b8cf1d
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Simple Loot UI started.
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2025-05-14 00:51:53 -04:00 |
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Zed A. Shaw
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7c90eb6da1
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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.
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2025-05-04 23:40:06 -04:00 |
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Zed A. Shaw
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1780a758b3
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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.
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2025-05-04 11:56:30 -04:00 |
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Zed A. Shaw
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7186c2ecb0
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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.
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2025-04-15 01:01:44 -04:00 |
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Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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2025-03-28 12:40:46 -04:00 |
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Zed A. Shaw
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1aa6674e42
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -04:00 |
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Zed A. Shaw
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a6d83db20c
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Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
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2025-03-17 23:53:58 -04:00 |
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Zed A. Shaw
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281a7f687a
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Can now mark json/components with std::optional and then they can be null/false to disable them.
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2025-03-04 23:06:46 -05:00 |
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Zed A. Shaw
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243b4c2663
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2025-03-04 22:16:47 -05:00 |
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Zed A. Shaw
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8b414c13e6
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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2025-03-04 12:12:27 -05:00 |
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Zed A. Shaw
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eb8fb82837
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BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions.
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2025-03-04 09:31:15 -05:00 |
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Zed A. Shaw
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6e8aa48332
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BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game.
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2025-03-03 12:44:26 -05:00 |
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Zed A. Shaw
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ca18422930
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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2025-03-03 11:15:49 -05:00 |
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Zed A. Shaw
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a3f6ba3c03
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Refactored the bossfight_ui so it will work with any description of a boss fight.
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2025-03-02 12:36:08 -05:00 |
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Zed A. Shaw
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43835da88f
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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2025-03-01 13:41:42 -05:00 |
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Zed A. Shaw
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b3b8cbbeee
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Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
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2025-03-01 00:46:40 -05:00 |
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Zed A. Shaw
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2d790c5986
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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2025-02-28 13:03:13 -05:00 |
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Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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2025-02-28 00:52:48 -05:00 |
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Zed A. Shaw
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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2025-02-27 15:24:17 -05:00 |
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