Commit graph

47 commits

Author SHA1 Message Date
Zed A. Shaw
ad1d08ca96 There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP. 2025-04-26 00:57:23 -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
57e8774fad Make the make more linux friendly. 2025-04-25 00:17:24 -04:00
Zed A. Shaw
eb709930f5 Combat UI now uses different icons for different attack elements. 2025-04-24 23:48:25 -04:00
Zed A. Shaw
ebb69dd589 Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though. 2025-04-24 13:43:57 -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
1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. 2025-04-16 00:02:27 -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
08bc48df3d GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want. 2025-04-14 12:12:21 -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
b5d93399d5 Converted the buttons to reflect the actions you can take. 2025-04-08 14:36:51 -04:00
Zed A. Shaw
d7e9944e58 Change the buttons to text for development until I can get the icons/art. 2025-04-08 13:01:56 -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
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
5c815cf755 Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 2025-03-05 01:01:36 -05:00
Zed A. Shaw
64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 2025-02-27 15:24:17 -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
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
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
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
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
Zed A. Shaw
49a71e257e GUI for combat now works better and I can create sprites for things if I want. 2025-02-18 11:28:55 -05:00
Zed A. Shaw
46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 2025-02-18 01:10:56 -05:00
Zed A. Shaw
8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. 2025-02-16 21:19:21 -05:00
Zed A. Shaw
7c1f05c801 Combat UI is alright but need to now make a few common widgets. 2025-02-16 19:27:57 -05:00
Zed A. Shaw
232c994347 HP bar is working, and next just need to make the combat gui actually work. 2025-02-16 13:48:57 -05:00
Zed A. Shaw
3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. 2025-02-16 12:34:48 -05:00
Zed A. Shaw
f884b83809 SFML's use of fonts is bizarre. It gives you a bounding box for the font, but then just ignores it and positions the text using the baseline, which is then outside of the bounding box. This is a quick fix but still looks wrong. 2025-02-16 03:00:29 -05:00
Zed A. Shaw
6b9c67beec Add some debug boxes around the fonts to figure out why they aren't vertically centered. 2025-02-15 22:54:00 -05:00
Zed A. Shaw
a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. 2025-02-15 22:14:19 -05:00
Zed A. Shaw
e106ad4be7 Can click on buttons and make them change color. 2025-02-15 14:29:27 -05:00
Zed A. Shaw
7f9e200abe LEL can now do hit detection on squares. 2025-02-15 13:43:41 -05:00
Zed A. Shaw
aa149b6574 Can now use lel::center to center something inside a cell. 2025-02-15 13:22:36 -05:00
Zed A. Shaw
c03a384372 You can now prefix a size with % and it will do percentage for the size, even over 100. 2025-02-15 12:52:26 -05:00
Zed A. Shaw
60ed686eb0 Already better than CSS because I can center stuff. 2025-02-15 12:13:58 -05:00
Zed A. Shaw
cebf61a794 LEL is able to position right/left/top/bottom and expand out too. 2025-02-15 10:59:51 -05:00
Zed A. Shaw
872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. 2025-02-15 01:31:57 -05:00
Zed A. Shaw
1c8f542c21 Nuke taught me the other way to make class enums not suck so I guess no FU? 2025-02-13 11:14:32 -05:00
Zed A. Shaw
9b3b81683a Separate out the major UIs to get ready for their development, and enable debug button. 2025-02-13 10:55:45 -05:00