Commit graph

219 commits

Author SHA1 Message Date
Zed A. Shaw
87e1c25cd5 Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. 2025-02-27 02:29:53 -05:00
Zed A. Shaw
e6c225f1c8 Refactor the Map::neighbors so that it's part of pathing where it should be. 2025-02-26 13:49:25 -05:00
Zed A. Shaw
d4355a608d Now have an autowalker class that allows me to drive the game from an external source. 2025-02-26 13:39:25 -05:00
Zed A. Shaw
1aba26831b Also allow mouse clicks to stop autowalk. 2025-02-26 12:51:24 -05:00
Zed A. Shaw
d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. 2025-02-26 12:43:12 -05:00
Zed A. Shaw
14a96d0b63 Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it. 2025-02-26 12:22:55 -05:00
Zed A. Shaw
a876229e18 Forgot the rat king graphic. 2025-02-26 12:22:31 -05:00
Zed A. Shaw
14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2025-02-26 10:39:30 -05:00
Zed A. Shaw
b75a2b8c31 Add the rat king. 2025-02-26 10:32:39 -05:00
Zed A. Shaw
54fbf22b6d We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing. 2025-02-25 13:15:39 -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
9d49c6a30b Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 2025-02-25 01:29:14 -05:00
Zed A. Shaw
5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 2025-02-25 00:56:54 -05:00
Zed A. Shaw
29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2025-02-24 23:26:50 -05:00
Zed A. Shaw
1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2025-02-24 12:05:54 -05:00
Zed A. Shaw
dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. 2025-02-24 01:56:16 -05:00
Zed A. Shaw
0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. 2025-02-23 23:57:46 -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
fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2025-02-22 23:26:47 -05:00
Zed A. Shaw
b8bafdcab5 Forgot the pickup sound. 2025-02-22 23:07:03 -05:00
Zed A. Shaw
daae239831 Created a simple pickup sound that sounds like you put something in your bag. 2025-02-22 23:06:20 -05:00
Zed A. Shaw
806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 2025-02-22 22:40:44 -05:00
Zed A. Shaw
389690e5c3 Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 2025-02-22 22:27:56 -05:00
Zed A. Shaw
2261e6f418 Remove that terrible walking sound. 2025-02-22 22:19:05 -05:00
Zed A. Shaw
6e56de08c5 Quick little fix to add a blank sound for placeholders. 2025-02-22 22:18:41 -05:00
Zed A. Shaw
3720340ab7 Have a really bad walking sound. 2025-02-22 13:26:33 -05:00
Zed A. Shaw
20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2025-02-22 12:48:37 -05:00
Zed A. Shaw
83df9ff03b Super awesome twitchy animation for axe guy. 2025-02-22 11:03:38 -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
947ccbe180 A simple config loader test. 2025-02-21 23:17:53 -05:00
Zed A. Shaw
b8bb49df2c A basic components test that just loads all the config files and their components into a world. 2025-02-21 22:52:53 -05:00
Zed A. Shaw
d0a6a92bc8 More testing improvements. 2025-02-21 13:21:13 -05:00
Zed A. Shaw
84fff71344 Remove some dead functions. 2025-02-21 12:37:16 -05:00
Zed A. Shaw
4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2025-02-21 12:32:55 -05:00
Zed A. Shaw
b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2025-02-21 11:34:46 -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
6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. 2025-02-21 01:04:32 -05:00
Zed A. Shaw
dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 2025-02-21 00:50:54 -05:00
Zed A. Shaw
23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2025-02-21 00:19:35 -05:00
Zed A. Shaw
a7a60ad35c Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb. 2025-02-20 23:18:18 -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
59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. 2025-02-20 00:44:13 -05:00
Zed A. Shaw
baa4d8ee2b Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon? 2025-02-20 00:30:39 -05:00
Zed A. Shaw
3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 2025-02-19 23:18:33 -05:00
Zed A. Shaw
0199248354 New axe wielding ranger for you to kill. 2025-02-19 13:24:54 -05:00