raycaster/gui
2025-09-29 14:04:54 -04:00
..
combat_ui.cpp 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
combat_ui.hpp 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
debug_ui.cpp And finally fix some of the API names to make more sense in their current location. 2025-08-20 23:49:30 -04:00
debug_ui.hpp levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name. 2025-08-20 01:10:42 -04:00
dnd_loot.cpp Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77. 2025-08-02 23:26:42 -04:00
dnd_loot.hpp Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77. 2025-08-02 23:26:42 -04:00
event_router.cpp Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor. 2025-08-13 11:43:23 -04:00
event_router.hpp Refactored boss fight to pull out the FSM code into boss::Fight. 2025-09-29 13:19:59 -04:00
fsm.cpp Make it possible to quit in the boss fight for faster dev. 2025-09-29 14:04:54 -04:00
fsm.hpp Refactored boss fight to pull out the FSM code into boss::Fight. 2025-09-29 13:19:59 -04:00
fsm_events.hpp 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
guecstra.cpp Rename to GameDB and GameDB::Level. 2025-08-20 23:20:36 -04:00
guecstra.hpp All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00
loot_ui.cpp Rename to GameDB and GameDB::Level. 2025-08-20 23:20:36 -04:00
loot_ui.hpp Now all of the old LevelManager code is gone. Next phase is to rename the Game:: to something better then test the shit out of it. 2025-08-20 13:31:02 -04:00
main_ui.cpp Quick refactor of the config system to make it easier to refactor config.cpp/hpp later. 2025-09-16 11:59:30 -04:00
main_ui.hpp Now have a fancy hand animation when you cast your rituals. 2025-09-15 02:14:13 -04:00
map_view.cpp Rename to GameDB and GameDB::Level. 2025-08-20 23:20:36 -04:00
map_view.hpp All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00
mini_map.cpp All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00
mini_map.hpp All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00
overlay_ui.cpp Rename to GameDB and GameDB::Level. 2025-08-20 23:20:36 -04:00
overlay_ui.hpp All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00
ritual_ui.cpp Animations are refactored to let me spawn in an 'attack animation' but I think the data model is wrong. Rather than spawning in an animation every time I can probably just make one, reposition it, then tell it to play. I'll have to try it. 2025-09-12 11:56:11 -04:00
ritual_ui.hpp All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00
status_ui.cpp Now have a fully painting/pixelated female hand for the actions. 2025-09-15 13:26:18 -04:00
status_ui.hpp All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00