.. |
boss_fight_ui.cpp
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
2025-07-22 15:04:22 -04:00 |
boss_fight_ui.hpp
|
Simple Loot UI started.
|
2025-05-14 00:51:53 -04:00 |
combat_ui.cpp
|
Fixed a few places. Closes #11
|
2025-06-28 23:30:41 -04:00 |
combat_ui.hpp
|
Fixed a few places. Closes #11
|
2025-06-28 23:30:41 -04:00 |
debug_ui.cpp
|
Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
|
2025-06-26 23:22:22 -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
|
Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
|
2025-07-07 13:25:17 -04:00 |
dnd_loot.hpp
|
Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
|
2025-07-07 13:25:17 -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
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
2025-07-22 15:04:22 -04:00 |
fsm.hpp
|
Implemented a little screenshot tool.
|
2025-07-08 00:55:24 -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
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
2025-07-22 15:04:22 -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
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
2025-07-22 15:04:22 -04:00 |
loot_ui.hpp
|
Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
|
2025-07-07 13:25:17 -04:00 |
main_ui.cpp
|
Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
|
2025-07-06 12:05:28 -04:00 |
main_ui.hpp
|
Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
|
2025-07-05 11:18:26 -04:00 |
map_view.cpp
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
2025-07-22 15:04:22 -04:00 |
map_view.hpp
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
2025-07-22 15:04:22 -04:00 |
mini_map.cpp
|
Ripped out the string based map and created a Matrix map drawing function.
|
2025-07-12 10:51:55 -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
|
Simply re-init the overlay on new level. Closes #14.
|
2025-06-28 22:39:46 -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
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
2025-07-22 15:04:22 -04:00 |
ritual_ui.hpp
|
Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
|
2025-06-30 10:15:22 -04:00 |
status_ui.cpp
|
Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
|
2025-07-22 15:04:22 -04:00 |
status_ui.hpp
|
Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
|
2025-07-07 13:25:17 -04:00 |