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boss_fight_ui.cpp
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Simple Loot UI started.
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2025-05-14 00:51:53 -04:00 |
boss_fight_ui.hpp
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Simple Loot UI started.
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2025-05-14 00:51:53 -04:00 |
combat_ui.cpp
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Fixed a few places. Closes #11
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2025-06-28 23:30:41 -04:00 |
combat_ui.hpp
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Fixed a few places. Closes #11
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2025-06-28 23:30:41 -04:00 |
debug_ui.cpp
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2025-06-26 23:22:22 -04:00 |
debug_ui.hpp
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Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
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2025-06-01 11:10:25 -04:00 |
dnd_loot.cpp
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Clean things up before solving the move problem.
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2025-07-02 10:51:23 -04:00 |
dnd_loot.hpp
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Clean things up before solving the move problem.
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2025-07-02 10:51:23 -04:00 |
event_router.cpp
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Sometimes we click too fast in the router to just handle it in IDLE.
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2025-06-08 22:06:12 -04:00 |
event_router.hpp
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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.
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2025-06-14 12:34:27 -04:00 |
fsm.cpp
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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2025-07-01 14:26:39 -04:00 |
fsm.hpp
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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2025-07-01 14:26:39 -04:00 |
fsm_events.hpp
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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.
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2025-06-24 11:33:37 -04:00 |
guecstra.cpp
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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.
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2025-06-22 12:50:09 -04:00 |
guecstra.hpp
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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.
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2025-06-12 13:06:36 -04:00 |
loot_ui.cpp
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Clean things up before solving the move problem.
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2025-07-02 10:51:23 -04:00 |
loot_ui.hpp
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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2025-07-01 14:26:39 -04:00 |
main_ui.cpp
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Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50.
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2025-06-30 12:36:00 -04:00 |
main_ui.hpp
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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2025-06-29 11:11:12 -04:00 |
map_view.cpp
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Just use get_if here instead.
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2025-07-01 14:26:01 -04:00 |
map_view.hpp
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Refactored out the tilemap since it was mostly doing nothing useful.
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2025-05-25 11:39:43 -04:00 |
mini_map.cpp
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Move the map_view and mini_map into gui as well.
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2025-05-16 00:07:24 -04:00 |
mini_map.hpp
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Refactored out the tilemap since it was mostly doing nothing useful.
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2025-05-25 11:39:43 -04:00 |
overlay_ui.cpp
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Simply re-init the overlay on new level. Closes #14.
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2025-06-28 22:39:46 -04:00 |
overlay_ui.hpp
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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.
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2025-06-12 13:06:36 -04:00 |
ritual_ui.cpp
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Forgot to update the level in the RitualUI so nothing actually worked. Closes #41.
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2025-06-28 23:17:36 -04:00 |
ritual_ui.hpp
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2025-06-30 10:15:22 -04:00 |
status_ui.cpp
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Clean things up before solving the move problem.
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2025-07-02 10:51:23 -04:00 |
status_ui.hpp
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2025-06-20 13:17:12 -04:00 |