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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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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 |
combat_ui.hpp
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Simple Loot UI started.
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2025-05-14 00:51:53 -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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Need to not transition out of END if the slot clicked is empty. Closes #45
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2025-06-28 11:09:37 -04:00 |
dnd_loot.hpp
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Need to not transition out of END if the slot clicked is empty. Closes #45
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2025-06-28 11:09:37 -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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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 |
fsm.hpp
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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2025-06-21 10:51:45 -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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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 |
loot_ui.hpp
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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2025-06-21 10:51:45 -04:00 |
main_ui.cpp
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Make a function to access overlay cells Closes #35.
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2025-06-26 23:17:53 -04:00 |
main_ui.hpp
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Make a function to access overlay cells Closes #35.
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2025-06-26 23:17:53 -04:00 |
map_view.cpp
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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.
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2025-05-21 13:56:53 -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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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 |
status_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 |
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 |