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									 Zed A. Shaw | b16ca3fd65 | I now have hacked in basic color for the wall tiles but not enemies and items. | 2025-07-09 14:36:31 -04:00 |  | 
				
					
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									 Zed A. Shaw | b2d0b0ee4c | Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning. | 2025-07-09 13:34:18 -04:00 |  | 
				
					
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									 Zed A. Shaw | 2c011079a8 | I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game. | 2025-07-09 01:54:49 -04:00 |  | 
				
					
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									 Zed A. Shaw | 87e69bebde | There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54. | 2025-07-03 13:07:04 -04:00 |  | 
				
					
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									 Zed A. Shaw | 784f753e72 | Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities. | 2025-07-02 14:25:44 -04:00 |  | 
				
					
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									 Zed A. Shaw | b28b76ee2d | Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. | 2025-06-30 10:15:22 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6437bd3b54 | Now have a 'destroy' method that removes everything related to an entity. Closes #18. | 2025-06-28 12:47:17 -04:00 |  | 
				
					
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									 Zed A. Shaw | 7602fb0b31 | Not using Weapon anymore. | 2025-06-28 11:53:48 -04:00 |  | 
				
					
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									 Zed A. Shaw | 19682fd0bc | Add the frame width/height to SpriteTexture. Closes #13 | 2025-06-27 01:21:50 -04:00 |  | 
				
					
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									 Zed A. Shaw | f668ff6b7a | First round of cleanup. dnd_loot. | 2025-06-25 14:28:35 -04:00 |  | 
				
					
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									 Zed A. Shaw | 3c5021e4c9 | So far most of the bugs are solved but there's still some edge cases in the inventory dance. | 2025-06-22 23:54:50 -04:00 |  | 
				
					
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									 Zed A. Shaw | a0eff927b6 | Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. | 2025-06-20 13:17:12 -04:00 |  | 
				
					
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									 Zed A. Shaw | 86eabed3db | Now when you loot an item the loot UI works. | 2025-06-11 23:49:37 -04:00 |  | 
				
					
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									 Zed A. Shaw | 5aa54d875f | 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. | 2025-06-05 01:23:52 -04:00 |  | 
				
					
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									 Zed A. Shaw | 0674908e49 | 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. | 2025-06-04 12:19:24 -04:00 |  | 
				
					
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									 Zed A. Shaw | 5c47a0151c | 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. | 2025-06-03 13:43:16 -04:00 |  | 
				
					
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									 Zed A. Shaw | 4b34de2109 | Initial loot UI works to load an item by its world entity ID. | 2025-06-02 23:34:31 -04:00 |  | 
				
					
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									 Zed A. Shaw | f208ca946e | Made the components module work like textures and sound so that there's just one constant map of components. | 2025-06-02 23:33:59 -04:00 |  | 
				
					
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									 Zed A. Shaw | ab391aaa97 | 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. | 2025-06-02 00:58:16 -04:00 |  | 
				
					
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									 Zed A. Shaw | dc8648016d | 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. | 2025-05-30 17:49:15 -04:00 |  | 
				
					
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									 Zed A. Shaw | 3dc70c3af6 | This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. | 2025-05-29 12:34:25 -04:00 |  | 
				
					
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									 Zed A. Shaw | 931d9493d2 | The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. | 2025-05-26 13:59:26 -04:00 |  | 
				
					
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									 Zed A. Shaw | 3a745d492a | Refactored out the tilemap since it was mostly doing nothing useful. | 2025-05-25 11:39:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | 9dcc2036aa | Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. | 2025-05-24 00:47:44 -04:00 |  | 
				
					
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									 Zed A. Shaw | 5f1a453fb4 | Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. | 2025-05-21 13:56:53 -04:00 |  | 
				
					
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									 Zed A. Shaw | 37715f05a5 | Cleaned up maze and ready to use. | 2025-05-20 10:32:20 -04:00 |  | 
				
					
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									 Zed A. Shaw | 33cd490ed3 | Playing with maze gen again. | 2025-05-20 03:19:58 -04:00 |  | 
				
					
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									 Zed A. Shaw | a0b785cb2a | Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. | 2025-05-19 01:40:23 -04:00 |  | 
				
					
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									 Zed A. Shaw | 0f8e61797f | Now using a hunt-and-kill maze algorithm. | 2025-05-18 14:37:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | 7a0b2f988d | Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around. | 2025-05-18 01:00:47 -04:00 |  | 
				
					
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									 Zed A. Shaw | 0eb245d113 | Working on a better character view. | 2025-05-16 01:22:12 -04:00 |  | 
				
					
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									 Zed A. Shaw | dfc6aa08e9 | Loot UI is now mostly formed, just need to get loot into it and make it work. | 2025-05-14 11:49:09 -04:00 |  | 
				
					
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									 Zed A. Shaw | 74a8599977 | Fully converted to using the lel-guecs library externally now. | 2025-05-13 02:48:39 -04:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | bc557652ba | The player now has some starting items to craft a first weapon, and it is craftable in the UI. | 2025-04-26 13:18:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | c8a8d2b1af | You can now craft a single ritual from the blanket. | 2025-04-26 02:51:13 -04:00 |  | 
				
					
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									 Zed A. Shaw | 292711f91f | Prep for the actually making ritual crafting work. | 2025-04-26 02:21:59 -04:00 |  | 
				
					
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									 Zed A. Shaw | 00c28f47eb | Rituals are now being added a belt on the player in a temp function in LevelManager. | 2025-04-24 12:27:29 -04:00 |  | 
				
					
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									 Zed A. Shaw | a70f11646a | RitualBelt now has an API. | 2025-04-24 03:32:20 -04:00 |  | 
				
					
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									 Zed A. Shaw | 31b35b43eb | Added the ritual belt first cut. | 2025-04-24 03:06:31 -04:00 |  | 
				
					
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									 Zed A. Shaw | 17d30e2ed2 | Add a dump function and clean up some data. | 2025-04-24 02:44:07 -04:00 |  | 
				
					
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									 Zed A. Shaw | a342c53b02 | RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. | 2025-04-24 01:15:49 -04:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 0e2f213871 | Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. | 2025-04-07 14:02:32 -04:00 |  | 
				
					
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									 Zed A. Shaw | ca328e10dc | Rework the source so that battle is in its own thing to work on. | 2025-04-07 10:35:30 -04:00 |  | 
				
					
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									 Zed A. Shaw | 1f90367f51 | Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision. | 2025-04-06 00:45:51 -04:00 |  | 
				
					
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									 Zed A. Shaw | b832bbd78a | Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. | 2025-04-05 17:17:26 -04:00 |  |