Zed A. Shaw
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d03abba8e4
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Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing.
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2025-02-26 12:43:12 -05:00 |
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Zed A. Shaw
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14a96d0b63
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Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it.
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2025-02-26 12:22:55 -05:00 |
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Zed A. Shaw
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14c7f660de
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Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
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2025-02-26 10:39:30 -05:00 |
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Zed A. Shaw
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54fbf22b6d
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We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
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2025-02-25 13:15:39 -05:00 |
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Zed A. Shaw
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e9accf14e6
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Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
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2025-02-25 03:01:07 -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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1886c99920
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A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
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2025-02-24 12:05:54 -05:00 |
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Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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2025-02-23 22:57:27 -05:00 |
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Zed A. Shaw
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b7f49aa719
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Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them.
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2025-02-23 02:13:14 -05:00 |
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Zed A. Shaw
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fa6311f10c
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Add an ability to mark the main UI dirty so that it forces a render at specific times.
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2025-02-22 23:26:47 -05:00 |
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Zed A. Shaw
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6e56de08c5
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Quick little fix to add a blank sound for placeholders.
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2025-02-22 22:18:41 -05:00 |
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Zed A. Shaw
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3720340ab7
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Have a really bad walking sound.
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2025-02-22 13:26:33 -05:00 |
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Zed A. Shaw
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4b333c6684
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Fix the mouse so that it's discrete and one click means on action.
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2025-02-21 12:32:55 -05:00 |
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Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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2025-02-21 11:34:46 -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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6c1d851e85
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A bit more cleaning up of the gui and fsm, probaby done.
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2025-02-21 01:04:32 -05:00 |
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Zed A. Shaw
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dd4f77a106
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More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay.
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2025-02-21 00:50:54 -05:00 |
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Zed A. Shaw
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23ed1594f2
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More refactoring of the FSM to MainUI. Move the overlay out and some more.
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2025-02-21 00:19:35 -05:00 |
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Zed A. Shaw
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a7a60ad35c
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Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb.
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2025-02-20 23:18:18 -05:00 |
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