Commit graph

33 commits

Author SHA1 Message Date
Zed A. Shaw
e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2025-02-23 22:57:27 -05:00
Zed A. Shaw
daae239831 Created a simple pickup sound that sounds like you put something in your bag. 2025-02-22 23:06:20 -05:00
Zed A. Shaw
6e56de08c5 Quick little fix to add a blank sound for placeholders. 2025-02-22 22:18:41 -05:00
Zed A. Shaw
3720340ab7 Have a really bad walking sound. 2025-02-22 13:26:33 -05:00
Zed A. Shaw
20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2025-02-22 12:48:37 -05:00
Zed A. Shaw
3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 2025-02-19 23:18:33 -05:00
Zed A. Shaw
0199248354 New axe wielding ranger for you to kill. 2025-02-19 13:24:54 -05:00
Zed A. Shaw
e04c03b381 Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting. 2025-02-19 08:33:18 -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
615599084a Bring in a spider enemy. 2025-02-17 14:34:50 -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
e7e0df6b70 New rat enemy. 2025-02-14 15:22:47 -05:00
Zed A. Shaw
d2700d2928 You now have blood on your screen when below half health. 2025-02-13 13:15:20 -05:00
Zed A. Shaw
9fe7cac79b Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. 2025-02-12 14:02:34 -05:00
Zed A. Shaw
d38e2cb0f2 All of the assets I need right now are done. 2025-02-12 11:18:24 -05:00
Zed A. Shaw
4027b70867 More assets. 2025-02-12 02:24:32 -05:00
Zed A. Shaw
583ad6d9c5 Create a bunch of textures for sprites in the game. 2025-02-11 20:46:44 -05:00
Zed A. Shaw
90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 2025-02-11 13:31:39 -05:00
Zed A. Shaw
6bca6d021e Sprite is now a component we can place on anything to render it. 2025-02-10 12:58:24 -05:00
Zed A. Shaw
a4c13f7fc9 Maps are back and have color now. TileCell needs a rework. 2025-02-09 14:57:19 -05:00
Zed A. Shaw
a69be90464 Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 2025-02-08 21:16:25 -05:00
Zed A. Shaw
4b18b21861 Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. 2025-02-05 20:26:09 -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
a67d25ee10 Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly. 2025-01-31 13:37:01 -05:00
Zed A. Shaw
2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2025-01-30 11:38:57 -05:00
Zed A. Shaw
b87217ff90 Have a barely working animation thing that animates the evil eye when you click a button. 2025-01-27 05:40:04 -05:00
Zed A. Shaw
51c1e04f61 Made some progress on the refactoring but I need to start getting serious and not reworking this code to death. 2025-01-26 19:22:27 -05:00
Zed A. Shaw
6ed57cd4a8 Closer to what I want for sprite loading but still needs more work. 2025-01-25 12:19:14 -05:00
Zed A. Shaw
51858ea399 Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work. 2025-01-25 12:02:57 -05:00
Zed A. Shaw
0882851b3f Switching back to 256px textures for most things, but the weapon works best as a 512px. 2025-01-25 08:29:01 -05:00
Zed A. Shaw
5e6f95513c Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated. 2025-01-25 07:46:57 -05:00
Zed A. Shaw
adfb6367d7 Finished the first pass of moving everything around and cleaning up as much as possible. 2025-01-17 03:45:05 -05:00