Commit graph

  • a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. Zed A. Shaw 2025-02-28 10:20:28 -05:00
  • 976b353901 Reduce the bit rate and sample rate to get a lower quality effect on the sound. Zed A. Shaw 2025-02-28 01:04:23 -05:00
  • a0c0308461 More boss fight UI done and a bit of ambient sound working. Zed A. Shaw 2025-02-28 00:52:48 -05:00
  • 64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. Zed A. Shaw 2025-02-27 15:24:17 -05:00
  • a72d2879fd Don't need the debugging. Zed A. Shaw 2025-02-27 11:12:04 -05:00
  • 11ea08bc7f Have a little debug minimap in the top right when autowalking with debug on. Zed A. Shaw 2025-02-27 11:02:02 -05:00
  • da1e38e21c Works a bit better now, but still gets stuck on combat and sometimes in alleys. Zed A. Shaw 2025-02-27 10:19:59 -05:00
  • cdb930a7f2 Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices. Zed A. Shaw 2025-02-27 03:02:28 -05:00
  • 87e1c25cd5 Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. Zed A. Shaw 2025-02-27 02:29:53 -05:00
  • e6c225f1c8 Refactor the Map::neighbors so that it's part of pathing where it should be. Zed A. Shaw 2025-02-26 13:49:25 -05:00
  • d4355a608d Now have an autowalker class that allows me to drive the game from an external source. Zed A. Shaw 2025-02-26 13:39:25 -05:00
  • 1aba26831b Also allow mouse clicks to stop autowalk. Zed A. Shaw 2025-02-26 12:51:24 -05:00
  • d03abba8e4 Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. Zed A. Shaw 2025-02-26 12:43:12 -05:00
  • 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. Zed A. Shaw 2025-02-26 12:22:55 -05:00
  • a876229e18 Forgot the rat king graphic. Zed A. Shaw 2025-02-26 12:22:31 -05:00
  • 14c7f660de Level traversal works better now, compass is accurate, and direction is maintained when you traverse. Zed A. Shaw 2025-02-26 10:39:30 -05:00
  • b75a2b8c31 Add the rat king. Zed A. Shaw 2025-02-26 10:32:39 -05:00
  • 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. Zed A. Shaw 2025-02-25 13:15:39 -05:00
  • e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. Zed A. Shaw 2025-02-25 03:01:07 -05:00
  • 9d49c6a30b Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. Zed A. Shaw 2025-02-25 01:29:14 -05:00
  • 5179709e3c Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. Zed A. Shaw 2025-02-25 00:56:54 -05:00
  • 29e6d45dc6 Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. Zed A. Shaw 2025-02-24 23:26:50 -05:00
  • 1886c99920 A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. Zed A. Shaw 2025-02-24 12:05:54 -05:00
  • dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. Zed A. Shaw 2025-02-24 01:56:16 -05:00
  • 0878a9e978 Refactored inventory some so that the UI is not so knowing of the internals. Zed A. Shaw 2025-02-23 23:57:46 -05:00
  • e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. Zed A. Shaw 2025-02-23 22:57:27 -05:00
  • 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. Zed A. Shaw 2025-02-23 02:13:14 -05:00
  • fa6311f10c Add an ability to mark the main UI dirty so that it forces a render at specific times. Zed A. Shaw 2025-02-22 23:26:47 -05:00
  • b8bafdcab5 Forgot the pickup sound. Zed A. Shaw 2025-02-22 23:07:03 -05:00
  • daae239831 Created a simple pickup sound that sounds like you put something in your bag. Zed A. Shaw 2025-02-22 23:06:20 -05:00
  • 806f8e4e1a Make enemies always twitch forward a bit, even if they have animation frames. Zed A. Shaw 2025-02-22 22:40:44 -05:00
  • 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. Zed A. Shaw 2025-02-22 22:27:56 -05:00
  • 2261e6f418 Remove that terrible walking sound. Zed A. Shaw 2025-02-22 22:19:05 -05:00
  • 6e56de08c5 Quick little fix to add a blank sound for placeholders. Zed A. Shaw 2025-02-22 22:18:41 -05:00
  • 3720340ab7 Have a really bad walking sound. Zed A. Shaw 2025-02-22 13:26:33 -05:00
  • 20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. Zed A. Shaw 2025-02-22 12:48:37 -05:00
  • 83df9ff03b Super awesome twitchy animation for axe guy. Zed A. Shaw 2025-02-22 11:03:38 -05:00
  • 80a0f2ba75 Basic simple animations where the enemies just move forward. Zed A. Shaw 2025-02-22 01:36:31 -05:00
  • 947ccbe180 A simple config loader test. Zed A. Shaw 2025-02-21 23:17:53 -05:00
  • b8bb49df2c A basic components test that just loads all the config files and their components into a world. Zed A. Shaw 2025-02-21 22:52:53 -05:00
  • d0a6a92bc8 More testing improvements. Zed A. Shaw 2025-02-21 13:21:13 -05:00
  • 84fff71344 Remove some dead functions. Zed A. Shaw 2025-02-21 12:37:16 -05:00
  • 4b333c6684 Fix the mouse so that it's discrete and one click means on action. Zed A. Shaw 2025-02-21 12:32:55 -05:00
  • b43553a563 Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. Zed A. Shaw 2025-02-21 11:34:46 -05:00
  • 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. Zed A. Shaw 2025-02-21 03:32:44 -05:00
  • f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. Zed A. Shaw 2025-02-21 03:00:56 -05:00
  • 6c1d851e85 A bit more cleaning up of the gui and fsm, probaby done. Zed A. Shaw 2025-02-21 01:04:32 -05:00
  • dd4f77a106 More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. Zed A. Shaw 2025-02-21 00:50:54 -05:00
  • 23ed1594f2 More refactoring of the FSM to MainUI. Move the overlay out and some more. Zed A. Shaw 2025-02-21 00:19:35 -05:00
  • 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. Zed A. Shaw 2025-02-20 23:18:18 -05:00
  • 4a1a8a7d65 Mostly working overlay to show when in combat or not. Zed A. Shaw 2025-02-20 12:43:52 -05:00
  • 30a7e1b2cc Now overlay UI can show some text pretty easily and is showing the debug stats. Zed A. Shaw 2025-02-20 10:53:01 -05:00
  • d8e1fc7aa3 I have the overlay display the low health blood using the gui system. Zed A. Shaw 2025-02-20 08:41:45 -05:00
  • 70a9420c11 Started the overlay UI but need to make it possible to add/remove components to it. Zed A. Shaw 2025-02-20 02:33:09 -05:00
  • 59d10a4506 Get rid of the sprite on buttons until I have a better idea about the overall design. Zed A. Shaw 2025-02-20 00:44:13 -05:00
  • 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? Zed A. Shaw 2025-02-20 00:30:39 -05:00
  • 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. Zed A. Shaw 2025-02-19 23:18:33 -05:00
  • 0199248354 New axe wielding ranger for you to kill. Zed A. Shaw 2025-02-19 13:24:54 -05:00
  • f2b7871d12 Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff. Zed A. Shaw 2025-02-19 08:56:34 -05:00
  • 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. Zed A. Shaw 2025-02-19 08:33:18 -05:00
  • 6447f86954 Status UI now fakes a kind of 'hot bar' inventory display. Zed A. Shaw 2025-02-19 00:35:32 -05:00
  • f10498425e Make the FPS/debug output render in a better place and not so in your face. Zed A. Shaw 2025-02-19 00:22:59 -05:00
  • bfe0d797c8 Status UI now has a log and some buttons. Zed A. Shaw 2025-02-18 23:58:13 -05:00
  • 3a6ba8445a Added a Background guecs component. Zed A. Shaw 2025-02-18 23:08:04 -05:00
  • 69a810b5a1 Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that. Zed A. Shaw 2025-02-18 14:24:57 -05:00
  • 722d55d948 Refactored the GUECS system to have its own namespace then got Meter to work. Zed A. Shaw 2025-02-18 12:51:28 -05:00
  • 9c66e870d2 Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same. Zed A. Shaw 2025-02-18 11:39:27 -05:00
  • 49a71e257e GUI for combat now works better and I can create sprites for things if I want. Zed A. Shaw 2025-02-18 11:28:55 -05:00
  • 46de98e6f4 I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. Zed A. Shaw 2025-02-18 01:10:56 -05:00
  • 615599084a Bring in a spider enemy. Zed A. Shaw 2025-02-17 14:34:50 -05:00
  • deb235dbc5 This gets the project to compile on OSX with Clang 16 (OSX version 14.7.x) but there's missing libraries for the linking stage. Zed A. Shaw 2025-02-17 05:26:47 -05:00
  • 2a4ada81bb Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. Zed A. Shaw 2025-02-13 13:15:23 -05:00
  • 8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. Zed A. Shaw 2025-02-16 21:19:21 -05:00
  • 7c1f05c801 Combat UI is alright but need to now make a few common widgets. Zed A. Shaw 2025-02-16 19:27:57 -05:00
  • cfe56bbf99 Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. Zed A. Shaw 2025-02-16 18:31:31 -05:00
  • 232c994347 HP bar is working, and next just need to make the combat gui actually work. Zed A. Shaw 2025-02-16 13:48:57 -05:00
  • 3ec2bf4784 Can now do UI rendering based on the name and also have gaps in the grid reliably. Zed A. Shaw 2025-02-16 12:34:48 -05:00
  • 79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. Zed A. Shaw 2025-02-16 11:50:14 -05:00
  • f884b83809 SFML's use of fonts is bizarre. It gives you a bounding box for the font, but then just ignores it and positions the text using the baseline, which is then outside of the bounding box. This is a quick fix but still looks wrong. Zed A. Shaw 2025-02-16 03:00:29 -05:00
  • 55feff23fb Make the README better so people can try to build it. Zed A. Shaw 2025-02-16 02:59:40 -05:00
  • 6b9c67beec Add some debug boxes around the fonts to figure out why they aren't vertically centered. Zed A. Shaw 2025-02-15 22:54:00 -05:00
  • 45ad16c010 A bit more refinement. Zed A. Shaw 2025-02-15 22:23:24 -05:00
  • a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. Zed A. Shaw 2025-02-15 22:14:19 -05:00
  • e106ad4be7 Can click on buttons and make them change color. Zed A. Shaw 2025-02-15 14:29:27 -05:00
  • 7f9e200abe LEL can now do hit detection on squares. Zed A. Shaw 2025-02-15 13:43:41 -05:00
  • aa149b6574 Can now use lel::center to center something inside a cell. Zed A. Shaw 2025-02-15 13:22:36 -05:00
  • c03a384372 You can now prefix a size with % and it will do percentage for the size, even over 100. Zed A. Shaw 2025-02-15 12:52:26 -05:00
  • d558da1620 Just move all the one-liner functions straight into the parser. Zed A. Shaw 2025-02-15 12:21:04 -05:00
  • 60ed686eb0 Already better than CSS because I can center stuff. Zed A. Shaw 2025-02-15 12:13:58 -05:00
  • 1620a5420f Use a lel:: namespace. Zed A. Shaw 2025-02-15 11:55:04 -05:00
  • cebf61a794 LEL is able to position right/left/top/bottom and expand out too. Zed A. Shaw 2025-02-15 10:59:51 -05:00
  • 872cedc8e1 LEL is working at a basic grid level, able to render boxes where I want. Zed A. Shaw 2025-02-15 01:31:57 -05:00
  • 846b7aaf16 Initial cut of the lel parser mostly working but none of the basic alignment properties work. Zed A. Shaw 2025-02-14 15:40:15 -05:00
  • e7e0df6b70 New rat enemy. Zed A. Shaw 2025-02-14 15:22:47 -05:00
  • 02a385e707 Make the DinkyECS test fully isolated. Zed A. Shaw 2025-02-14 10:48:09 -05:00
  • f8dd5d816f Basic combat system prototype works, but needs more GUI love to really work in the game. Zed A. Shaw 2025-02-14 10:18:45 -05:00
  • bfd2718cc9 Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. Zed A. Shaw 2025-02-14 02:13:08 -05:00
  • 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. Zed A. Shaw 2025-02-13 14:39:04 -05:00
  • d2700d2928 You now have blood on your screen when below half health. Zed A. Shaw 2025-02-13 13:15:20 -05:00
  • 1c8f542c21 Nuke taught me the other way to make class enums not suck so I guess no FU? Zed A. Shaw 2025-02-13 11:14:32 -05:00