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									 Zed A. Shaw | 8a828fbd31 | Boss fight now reuses the combat_ui.cpp to do the combat panel, so next is making it work with the mechanics I want but no art. | 2025-09-24 14:22:24 -04:00 |  | 
				
					
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									 Zed A. Shaw | e523aa8b02 | Quick refactor of the config system to make it easier to refactor config.cpp/hpp later. | 2025-09-16 11:59:30 -04:00 |  | 
				
					
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									 Zed A. Shaw | a20d701096 | Rename to GameDB and GameDB::Level. | 2025-08-20 23:20:36 -04:00 |  | 
				
					
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									 Zed A. Shaw | 81e25f73bb | Next phase of the refactor is done. Now to replace everything in Systems. | 2025-08-19 01:07:28 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6a72d1160f | When things die you get their things. | 2025-06-23 01:50:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | 9468990f76 | DNDLoot works now, just had to fix a problem with the constructor. | 2025-06-13 10:46:05 -04:00 |  | 
				
					
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									 Zed A. Shaw | 82ee8f68f7 | Created a separate FSM for the DND functionality that compiles but need to wire it in to work. | 2025-06-13 00:57:45 -04:00 |  | 
				
					
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									 Zed A. Shaw | 94385b195d | Mostly worked out how to do looting but now need how to take out of inventory and put into loot. | 2025-06-07 00:11:29 -04:00 |  | 
				
					
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									 Zed A. Shaw | 0674908e49 | Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM. | 2025-06-04 12:19:24 -04:00 |  | 
				
					
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									 Zed A. Shaw | f208ca946e | Made the components module work like textures and sound so that there's just one constant map of components. | 2025-06-02 23:33:59 -04:00 |  | 
				
					
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									 Zed A. Shaw | bed5ce22d2 | Move gui_fsm to fsm but this causes some problems. | 2025-05-15 23:54:59 -04:00 |  | 
				
					
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									 Zed A. Shaw | 8545b8cf1d | Simple Loot UI started. | 2025-05-14 00:51:53 -04:00 |  | 
				
					
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									 Zed A. Shaw | 74a8599977 | Fully converted to using the lel-guecs library externally now. | 2025-05-13 02:48:39 -04:00 |  | 
				
					
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									 Zed A. Shaw | eb350698aa | Only default mute sounds in debug. | 2025-04-25 02:12:44 -04:00 |  | 
				
					
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									 Zed A. Shaw | 35ced58cc9 | Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. | 2025-04-13 17:11:21 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6c9016eb0f | After some prototyping I have what I think I want for the map. Just a  simple piece of paper you take out that has the ASCII map on it. | 2025-03-21 02:51:02 -04:00 |  | 
				
					
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									 Zed A. Shaw | 1aa6674e42 | Created a nice utility library for doing animations, and used it in the ritual crafting UI. | 2025-03-20 01:10:01 -04:00 |  | 
				
					
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									 Zed A. Shaw | fc66d221d4 | Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. | 2025-03-11 15:33:14 -04:00 |  | 
				
					
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									 Zed A. Shaw | a34becdaeb | A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. | 2025-03-08 23:23:29 -05:00 |  | 
				
					
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									 Zed A. Shaw | b68fd249ca | Catch a system error that OSX's SFML produces since it's at the end and looks like just a cleanup mistake. | 2025-03-06 22:22:42 -05:00 |  | 
				
					
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									 Zed A. Shaw | 28b900e4ff | Finally created an installer so people can try the game. | 2025-03-05 13:39:38 -05:00 |  | 
				
					
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									 Zed A. Shaw | a3f6ba3c03 | Refactored the bossfight_ui so it will work with any description of a boss fight. | 2025-03-02 12:36:08 -05:00 |  | 
				
					
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									 Zed A. Shaw | 43835da88f | Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. | 2025-03-01 13:41:42 -05:00 |  | 
				
					
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									 Zed A. Shaw | 033358749f | Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. | 2025-03-01 00:24:19 -05:00 |  | 
				
					
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									 Zed A. Shaw | a0c0308461 | More boss fight UI done and a bit of ambient sound working. | 2025-02-28 00:52:48 -05:00 |  | 
				
					
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									 Zed A. Shaw | d4355a608d | Now have an autowalker class that allows me to drive the game from an external source. | 2025-02-26 13:39:25 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 8a6b38c1a4 | Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out. | 2025-02-13 14:39:04 -05:00 |  | 
				
					
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									 Zed A. Shaw | d798d154ae | We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. | 2025-02-07 19:32:00 -05:00 |  | 
				
					
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									 Zed A. Shaw | 1d3a76e5ee | Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight. | 2025-02-04 12:56:20 -05:00 |  | 
				
					
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									 Zed A. Shaw | 7228bdf210 | Trying out an FSM for controlling the main loop. | 2025-02-04 00:52:54 -05:00 |  | 
				
					
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									 Zed A. Shaw | 740e30cb2b | Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it? | 2025-02-03 14:17:20 -05:00 |  | 
				
					
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									 Zed A. Shaw | 48ac6603a8 | Implement a little junk camera on its own that we can use later for movement and views. | 2025-02-03 11:08:17 -05:00 |  | 
				
					
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									 Zed A. Shaw | 976822ceb6 | Mostly working junk camera that can do turnbased lerp smooth motion. | 2025-02-03 10:17:59 -05:00 |  | 
				
					
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									 Zed A. Shaw | cbf0955786 | Raycaster now controls the sprite locations with SpatialMap rather than the old way.  Quick hack job in main.cpp that shows how they can move too. | 2025-02-01 14:39:08 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 56d67aba28 | First hack to get a random gen map going. | 2025-01-30 13:23:12 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 071808a0f8 | Playing around with shaders for effects on the scene. | 2025-01-27 11:36:00 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | d397c02d38 | You can now stab stuff with a sword. | 2025-01-23 12:54:46 -05:00 |  | 
				
					
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									 Zed A. Shaw | da7075864b | Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering. | 2025-01-23 02:42:43 -05:00 |  |