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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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Just had to grab the sprite, duh. Closes #3.
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2025-07-06 11:36:30 -04:00 |
dnd_loot.hpp
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -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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Just had to grab the sprite, duh. Closes #3.
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2025-07-06 11:36:30 -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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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -04:00 |
loot_ui.hpp
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -04:00 |
main_ui.cpp
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2025-07-05 11:18:26 -04:00 |
main_ui.hpp
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2025-07-05 11:18:26 -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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Make the player's inventory just a regular entity attached to the player.entity.
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2025-07-02 23:55:06 -04:00 |
status_ui.hpp
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Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model.
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2025-07-02 23:24:06 -04:00 |