Commit graph

12 commits

Author SHA1 Message Date
Zed A. Shaw
be4d0d51de Two main GUI elements are placed for the left side status and the bottom combat UIs. 2025-02-12 17:55:21 -05:00
Zed A. Shaw
6da830595c Clean up the GUI some by moving the map_view out into its own file. 2025-02-11 11:37:01 -05:00
Zed A. Shaw
e2bd61a1e4 Let the jank FLOW through my veins like pure cocaine! We have animations now and can attack enemies. It's all garbage to replace next session but the idea is there. 2025-02-10 18:35:47 -05:00
Zed A. Shaw
abd843d5ec Very basic attack system. 2025-02-10 14:06:38 -05:00
Zed A. Shaw
d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 2025-02-07 19:32:00 -05:00
Zed A. Shaw
25ad9b51f8 Really crappy minimap now displays. 2025-02-06 15:03:46 -05:00
Zed A. Shaw
1973a7a1df GUI MOVE state is now cleaner and the camera is more consistent. 2025-02-06 11:55:43 -05:00
Zed A. Shaw
b0437d352b Cleaned up a lot but now trying to refactor some more but making a mistake. 2025-02-06 11:41:01 -05:00
Zed A. Shaw
14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. 2025-02-05 14:16:31 -05:00
Zed A. Shaw
d6c09e111d Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems. 2025-02-04 14:13:00 -05:00
Zed A. Shaw
75ffb49a53 Clean up header includes. 2025-02-04 13:26:22 -05:00
Zed A. Shaw
1d3a76e5ee Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. 2025-02-04 12:56:20 -05:00