Commit graph

316 commits

Author SHA1 Message Date
Zed A. Shaw
1aba26831b Also allow mouse clicks to stop autowalk. 2025-02-26 12:51:24 -05:00
Zed A. Shaw
d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. 2025-02-26 12:43:12 -05:00
Zed A. Shaw
14a96d0b63 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. 2025-02-26 12:22:55 -05:00
Zed A. Shaw
a876229e18 Forgot the rat king graphic. 2025-02-26 12:22:31 -05:00
Zed A. Shaw
14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2025-02-26 10:39:30 -05:00
Zed A. Shaw
b75a2b8c31 Add the rat king. 2025-02-26 10:32:39 -05:00
Zed A. Shaw
54fbf22b6d 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. 2025-02-25 13:15:39 -05:00
Zed A. Shaw
e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2025-02-25 03:01:07 -05:00
Zed A. Shaw
9d49c6a30b Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 2025-02-25 01:29:14 -05:00
Zed A. Shaw
5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 2025-02-25 00:56:54 -05:00
Zed A. Shaw
29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2025-02-24 23:26:50 -05:00
Zed A. Shaw
1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. 2025-02-24 12:05:54 -05:00
Zed A. Shaw
dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. 2025-02-24 01:56:16 -05:00
Zed A. Shaw
0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. 2025-02-23 23:57:46 -05:00
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
b7f49aa719 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. 2025-02-23 02:13:14 -05:00
Zed A. Shaw
fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. 2025-02-22 23:26:47 -05:00
Zed A. Shaw
b8bafdcab5 Forgot the pickup sound. 2025-02-22 23:07:03 -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
806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. 2025-02-22 22:40:44 -05:00
Zed A. Shaw
389690e5c3 Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 2025-02-22 22:27:56 -05:00
Zed A. Shaw
2261e6f418 Remove that terrible walking sound. 2025-02-22 22:19:05 -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
83df9ff03b Super awesome twitchy animation for axe guy. 2025-02-22 11:03:38 -05:00
Zed A. Shaw
80a0f2ba75 Basic simple animations where the enemies just move forward. 2025-02-22 01:36:31 -05:00
Zed A. Shaw
947ccbe180 A simple config loader test. 2025-02-21 23:17:53 -05:00
Zed A. Shaw
b8bb49df2c A basic components test that just loads all the config files and their components into a world. 2025-02-21 22:52:53 -05:00
Zed A. Shaw
d0a6a92bc8 More testing improvements. 2025-02-21 13:21:13 -05:00
Zed A. Shaw
84fff71344 Remove some dead functions. 2025-02-21 12:37:16 -05:00
Zed A. Shaw
4b333c6684 Fix the mouse so that it's discrete and one click means on action. 2025-02-21 12:32:55 -05:00
Zed A. Shaw
b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. 2025-02-21 11:34:46 -05:00
Zed A. Shaw
0260e3d345 Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 2025-02-21 03:32:44 -05:00
Zed A. Shaw
f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 2025-02-21 03:00:56 -05:00
Zed A. Shaw
6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. 2025-02-21 01:04:32 -05:00
Zed A. Shaw
dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 2025-02-21 00:50:54 -05:00
Zed A. Shaw
23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. 2025-02-21 00:19:35 -05:00
Zed A. Shaw
a7a60ad35c 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. 2025-02-20 23:18:18 -05:00
Zed A. Shaw
4a1a8a7d65 Mostly working overlay to show when in combat or not. 2025-02-20 12:43:52 -05:00
Zed A. Shaw
30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. 2025-02-20 10:53:01 -05:00
Zed A. Shaw
d8e1fc7aa3 I have the overlay display the low health blood using the gui system. 2025-02-20 08:41:45 -05:00
Zed A. Shaw
70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. 2025-02-20 02:33:09 -05:00
Zed A. Shaw
59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. 2025-02-20 00:44:13 -05:00
Zed A. Shaw
baa4d8ee2b Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon? 2025-02-20 00:30:39 -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
f2b7871d12 Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. 2025-02-19 08:56:34 -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
6447f86954 Status UI now fakes a kind of 'hot bar' inventory display. 2025-02-19 00:35:32 -05:00