Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2025-07-09 13:34:18 -04:00 |
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Zed A. Shaw
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2c011079a8
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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.
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2025-07-09 01:54:49 -04:00 |
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Zed A. Shaw
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cfefffe1cc
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I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
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2025-07-09 00:34:50 -04:00 |
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Zed A. Shaw
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40611d4d54
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Crop the map sprite so it's not bigger than necessary.
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2025-07-08 22:54:59 -04:00 |
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Zed A. Shaw
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04b3cf3f16
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Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
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2025-07-08 13:26:43 -04:00 |
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Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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2025-07-08 13:09:39 -04:00 |
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Zed A. Shaw
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dbc2000434
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Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.
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2025-07-08 00:55:45 -04:00 |
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Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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2025-07-08 00:55:24 -04:00 |
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Zed A. Shaw
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f64b202ee7
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Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
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2025-07-07 13:25:17 -04:00 |
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Zed A. Shaw
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601f3331ed
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As an experiment, disable copy and move of the StatusUI.
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2025-07-06 23:59:06 -04:00 |
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Zed A. Shaw
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cd89625c96
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Just need one function for the 'hold_item' action.
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2025-07-06 23:35:17 -04:00 |
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Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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2025-07-06 12:05:28 -04:00 |
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Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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2025-07-06 11:36:30 -04:00 |
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Zed A. Shaw
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1baf90a776
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Easy fix, just set aiming_at in the camera position. Closes #57.
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2025-07-05 12:04:07 -04:00 |
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Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2025-07-05 11:18:26 -04:00 |
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Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -04:00 |
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Zed A. Shaw
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87e69bebde
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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.
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2025-07-03 13:07:04 -04:00 |
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Zed A. Shaw
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970905fcd5
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Make the player's inventory just a regular entity attached to the player.entity.
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2025-07-02 23:55:06 -04:00 |
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Zed A. Shaw
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2421a33bb0
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Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model.
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2025-07-02 23:24:06 -04:00 |
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Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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2025-07-02 14:25:44 -04:00 |
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Zed A. Shaw
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8c8d6dc9e7
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Clean things up before solving the move problem.
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2025-07-02 10:51:23 -04:00 |
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Zed A. Shaw
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6576164fad
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Give a healing potion too for testing.
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2025-07-02 10:49:05 -04:00 |
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Zed A. Shaw
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b6d1ae2700
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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2025-07-01 14:26:39 -04:00 |
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Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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2025-07-01 14:26:01 -04:00 |
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Zed A. Shaw
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8bbafc4d10
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Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50.
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2025-06-30 12:36:00 -04:00 |
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Zed A. Shaw
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0d79ce35b3
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Every sprite's dimensions are now taken from their config rather than a global. Closes #42.
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2025-06-30 11:00:01 -04:00 |
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Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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2025-06-30 10:38:53 -04:00 |
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Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2025-06-30 10:15:22 -04:00 |
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Zed A. Shaw
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cad51f4908
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Use RGBA for the uint32_t color pixels. Closes #49.
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2025-06-29 11:53:17 -04:00 |
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Zed A. Shaw
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ab1a415b55
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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2025-06-29 11:11:12 -04:00 |
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Zed A. Shaw
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75c28cd764
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Fixed a few places. Closes #11
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2025-06-28 23:30:41 -04:00 |
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Zed A. Shaw
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b603ef5a3f
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Forgot to update the level in the RitualUI so nothing actually worked. Closes #41.
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2025-06-28 23:17:36 -04:00 |
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Zed A. Shaw
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6a0725e401
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Simply re-init the overlay on new level. Closes #14.
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2025-06-28 22:39:46 -04:00 |
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Zed A. Shaw
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02c42eb042
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System::distribute_loot now manages setting up loot junk and does a new entity instead of reusing old ones, that allows System::death to do a coorect world->destroy() on the dead thing. Closes #46.
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2025-06-28 13:19:07 -04:00 |
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Zed A. Shaw
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6437bd3b54
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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2025-06-28 12:47:17 -04:00 |
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Zed A. Shaw
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7602fb0b31
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Not using Weapon anymore.
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2025-06-28 11:53:48 -04:00 |
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Zed A. Shaw
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57d69015c2
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Renamed to random_walk since that's what it called. Closes #26.
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2025-06-28 11:38:06 -04:00 |
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Zed A. Shaw
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769530b45c
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Now standardized on GameConfig everywhere I can. Closes #28.
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2025-06-28 11:32:58 -04:00 |
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Zed A. Shaw
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b0204772c7
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Need to not transition out of END if the slot clicked is empty. Closes #45
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2025-06-28 11:09:37 -04:00 |
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Zed A. Shaw
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19682fd0bc
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Add the frame width/height to SpriteTexture. Closes #13
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2025-06-27 01:21:50 -04:00 |
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Zed A. Shaw
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ea92dcc3c4
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2025-06-26 23:22:22 -04:00 |
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Zed A. Shaw
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fcd1bc589c
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Make a function to access overlay cells Closes #35.
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2025-06-26 23:17:53 -04:00 |
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Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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2025-06-25 14:28:35 -04:00 |
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Zed A. Shaw
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689bb150c6
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I think that's all the edge cases handled. You can more loot around fairly arbitrarily.
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2025-06-24 14:00:14 -04:00 |
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Zed A. Shaw
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6ff1919587
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Cleaned up the move operation more so that I can use it in the other places that I need it.
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2025-06-24 13:23:55 -04:00 |
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Zed A. Shaw
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f559b5a39d
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Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG.
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2025-06-24 11:33:37 -04:00 |
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Zed A. Shaw
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6a72d1160f
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When things die you get their things.
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2025-06-23 01:50:43 -04:00 |
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Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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2025-06-23 01:33:09 -04:00 |
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Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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2025-06-22 23:54:50 -04:00 |
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Zed A. Shaw
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e0588847fa
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Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
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2025-06-22 12:50:09 -04:00 |
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