raycaster/gui
2025-06-24 14:00:14 -04:00
..
boss_fight_ui.cpp Simple Loot UI started. 2025-05-14 00:51:53 -04:00
boss_fight_ui.hpp Simple Loot UI started. 2025-05-14 00:51:53 -04:00
combat_ui.cpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 2025-06-12 13:06:36 -04:00
combat_ui.hpp Simple Loot UI started. 2025-05-14 00:51:53 -04:00
debug_ui.cpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 2025-06-01 11:10:25 -04:00
debug_ui.hpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 2025-06-01 11:10:25 -04:00
dnd_loot.cpp I think that's all the edge cases handled. You can more loot around fairly arbitrarily. 2025-06-24 14:00:14 -04:00
dnd_loot.hpp I think that's all the edge cases handled. You can more loot around fairly arbitrarily. 2025-06-24 14:00:14 -04:00
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 2025-06-08 22:06:12 -04:00
event_router.hpp Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though. 2025-06-14 12:34:27 -04:00
fsm.cpp Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG. 2025-06-24 11:33:37 -04:00
fsm.hpp Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. 2025-06-21 10:51:45 -04:00
fsm_events.hpp Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG. 2025-06-24 11:33:37 -04:00
guecstra.cpp Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe. 2025-06-22 12:50:09 -04:00
guecstra.hpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 2025-06-12 13:06:36 -04:00
loot_ui.cpp Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe. 2025-06-22 12:50:09 -04:00
loot_ui.hpp Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents. 2025-06-21 10:51:45 -04:00
main_ui.cpp Loot boxes now have ritual items and you can click on them, or the enemy just dies. 2025-06-23 01:33:09 -04:00
main_ui.hpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 2025-06-12 13:06:36 -04:00
map_view.cpp Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 2025-05-21 13:56:53 -04:00
map_view.hpp Refactored out the tilemap since it was mostly doing nothing useful. 2025-05-25 11:39:43 -04:00
mini_map.cpp Move the map_view and mini_map into gui as well. 2025-05-16 00:07:24 -04:00
mini_map.hpp Refactored out the tilemap since it was mostly doing nothing useful. 2025-05-25 11:39:43 -04:00
overlay_ui.cpp Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG. 2025-06-24 11:33:37 -04:00
overlay_ui.hpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 2025-06-12 13:06:36 -04:00
ritual_ui.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2025-06-20 13:17:12 -04:00
ritual_ui.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2025-06-20 13:17:12 -04:00
status_ui.cpp Cleaned up the move operation more so that I can use it in the other places that I need it. 2025-06-24 13:23:55 -04:00
status_ui.hpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2025-06-20 13:17:12 -04:00