Zed A. Shaw
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e18aeaf05c
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Bring back a simple blood splatter texture.
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2025-04-05 17:48:24 -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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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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2025-03-28 12:40:46 -04:00 |
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Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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2025-03-23 00:04:23 -04:00 |
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Zed A. Shaw
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e1f9942da3
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Mostly working OSX build options, but it crashes on close with a thread error.
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2025-03-06 14:11:12 -05:00 |
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Zed A. Shaw
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ca18422930
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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2025-03-03 11:15:49 -05:00 |
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Zed A. Shaw
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e020f25dd1
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Move the compass to the left so that enemies don't have N on their head.
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2025-02-28 13:34:48 -05:00 |
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Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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2025-02-28 00:52:48 -05:00 |
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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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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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5179709e3c
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Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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2025-02-25 00:56:54 -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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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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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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