Zed A. Shaw
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b5d93399d5
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Converted the buttons to reflect the actions you can take.
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2025-04-08 14:36:51 -04:00 |
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Zed A. Shaw
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d7e9944e58
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Change the buttons to text for development until I can get the icons/art.
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2025-04-08 13:01:56 -04:00 |
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Zed A. Shaw
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07ce8a4148
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New debug_ui that shows perf data, other debug info, and allows spawning enemies.
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2025-04-05 12:09:19 -04:00 |
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Zed A. Shaw
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5af9a6664e
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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2025-03-23 11:34:50 -04:00 |
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Zed A. Shaw
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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2025-02-27 15:24:17 -05:00 |
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Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2025-02-24 23:26:50 -05:00 |
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Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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2025-02-21 03:00:56 -05:00 |
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Zed A. Shaw
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70a9420c11
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Started the overlay UI but need to make it possible to add/remove components to it.
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2025-02-20 02:33:09 -05:00 |
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Zed A. Shaw
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722d55d948
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Refactored the GUECS system to have its own namespace then got Meter to work.
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2025-02-18 12:51:28 -05:00 |
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Zed A. Shaw
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49a71e257e
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GUI for combat now works better and I can create sprites for things if I want.
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2025-02-18 11:28:55 -05:00 |
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Zed A. Shaw
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46de98e6f4
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I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
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2025-02-18 01:10:56 -05:00 |
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Zed A. Shaw
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8d9c2d8c05
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Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed.
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2025-02-16 21:19:21 -05:00 |
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Zed A. Shaw
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7c1f05c801
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Combat UI is alright but need to now make a few common widgets.
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2025-02-16 19:27:57 -05:00 |
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Zed A. Shaw
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232c994347
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HP bar is working, and next just need to make the combat gui actually work.
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2025-02-16 13:48:57 -05:00 |
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Zed A. Shaw
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3ec2bf4784
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Can now do UI rendering based on the name and also have gaps in the grid reliably.
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2025-02-16 12:34:48 -05:00 |
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Zed A. Shaw
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79c84ce885
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New design on LEL that's way more sane and allows for more flexible columns and rows.
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2025-02-16 11:50:14 -05:00 |
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Zed A. Shaw
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6b9c67beec
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Add some debug boxes around the fonts to figure out why they aren't vertically centered.
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2025-02-15 22:54:00 -05:00 |
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Zed A. Shaw
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45ad16c010
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A bit more refinement.
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2025-02-15 22:23:24 -05:00 |
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Zed A. Shaw
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a7991a8f06
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Fixing more bugs related to percentages and then prototype a more complex UI.
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2025-02-15 22:14:19 -05:00 |
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Zed A. Shaw
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e106ad4be7
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Can click on buttons and make them change color.
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2025-02-15 14:29:27 -05:00 |
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Zed A. Shaw
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aa149b6574
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Can now use lel::center to center something inside a cell.
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2025-02-15 13:22:36 -05:00 |
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Zed A. Shaw
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1620a5420f
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Use a lel:: namespace.
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2025-02-15 11:55:04 -05:00 |
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Zed A. Shaw
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872cedc8e1
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LEL is working at a basic grid level, able to render boxes where I want.
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2025-02-15 01:31:57 -05:00 |
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Zed A. Shaw
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1c8f542c21
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Nuke taught me the other way to make class enums not suck so I guess no FU?
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2025-02-13 11:14:32 -05:00 |
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Zed A. Shaw
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9b3b81683a
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Separate out the major UIs to get ready for their development, and enable debug button.
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2025-02-13 10:55:45 -05:00 |
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