Commit graph

25 commits

Author SHA1 Message Date
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
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
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
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
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
79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. 2025-02-16 11:50:14 -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
45ad16c010 A bit more refinement. 2025-02-15 22:23:24 -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
aa149b6574 Can now use lel::center to center something inside a cell. 2025-02-15 13:22:36 -05:00
Zed A. Shaw
1620a5420f Use a lel:: namespace. 2025-02-15 11:55:04 -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