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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Zed A. Shaw
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2c6565c40a
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Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container.
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2025-06-21 11:01:12 -04:00 |
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Zed A. Shaw
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812407c3df
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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2025-06-21 10:51:45 -04:00 |
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Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2025-06-20 13:17:12 -04:00 |
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Zed A. Shaw
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87459d41bb
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Add the buttons I'll need for the next round of development.
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2025-06-17 12:46:17 -04:00 |
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Zed A. Shaw
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2aa4f0a2e8
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Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.
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2025-06-12 13:06:36 -04:00 |
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Zed A. Shaw
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d6c5a89251
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Fix the last few loot bugs before actually implementing the data model for inventory and loot.
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2025-06-10 22:58:57 -04:00 |
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Zed A. Shaw
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4a48910273
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There's a UISystem now for to compliment the entities and components in GUECS. I now use that to do the drag/drop transfers instead of raw code right in the FSM.
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2025-06-10 13:13:40 -04:00 |
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Zed A. Shaw
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e01e697535
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Move now works better, and the API is a lot cleaner. Now just need to make it not crash.
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2025-06-10 11:12:04 -04:00 |
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Zed A. Shaw
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be7b86a913
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Mostly refactored out the common things for drag/drop so now just to refine how it's used and bring back moving the sprite around.
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2025-06-10 00:52:38 -04:00 |
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Zed A. Shaw
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570b70ab0c
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More of the drag/drop is handled by the GrabSource/DropTarget components.
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2025-06-09 23:59:44 -04:00 |
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Zed A. Shaw
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7a551cf83a
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Remove commit_drop from status and loot UI since DropTarget already does that.
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2025-06-09 22:57:49 -04:00 |
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Zed A. Shaw
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343f3a246f
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Cleaned up and unified the source before the big refactor.
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2025-06-09 22:31:15 -04:00 |
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Zed A. Shaw
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2a6b892e7f
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Can now round-trip a torch from loot to inventory and back.
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2025-06-09 14:02:26 -04:00 |
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Zed A. Shaw
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4b0d76bbcc
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Even better API, but still not the best organization. This will let me implement both sides, then I can pull it out and try to generalize it into a few guecs components.
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2025-06-08 23:55:59 -04:00 |
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Zed A. Shaw
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3e0adf0c22
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Better meaning API on both sides for the drag-n-drop operations, but I _swear_ there's a way to do this in the GrabSource/DropTarget instead.
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2025-06-08 23:27:43 -04:00 |
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Zed A. Shaw
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461ad03d27
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Taking things from the LootUI to the StatusUI works way better now and there's a DropTarget to match the GrabSource.
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2025-06-08 00:37:30 -04:00 |
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Zed A. Shaw
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842aac3127
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Worked out an initial stab at a GrabSource for drag-n-drop or just simple grabbing things in the UI.
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2025-06-07 15:29:18 -04:00 |
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Zed A. Shaw
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94385b195d
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Mostly worked out how to do looting but now need how to take out of inventory and put into loot.
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2025-06-07 00:11:29 -04:00 |
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Zed A. Shaw
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5c47a0151c
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Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
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2025-06-03 13:43:16 -04:00 |
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Zed A. Shaw
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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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2025-06-02 23:34:31 -04:00 |
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Zed A. Shaw
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dc8648016d
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Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
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2025-05-30 17:49:15 -04:00 |
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Zed A. Shaw
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bed5ce22d2
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Move gui_fsm to fsm but this causes some problems.
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2025-05-15 23:54:59 -04:00 |
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Zed A. Shaw
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cc44c9d37a
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Move the guecstra stuff into the gui.
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2025-05-15 22:50:59 -04:00 |
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Zed A. Shaw
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dfc6aa08e9
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Loot UI is now mostly formed, just need to get loot into it and make it work.
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2025-05-14 11:49:09 -04:00 |
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Zed A. Shaw
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8545b8cf1d
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Simple Loot UI started.
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2025-05-14 00:51:53 -04:00 |
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