raycaster/gui
2025-06-28 23:17:36 -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 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 Need to not transition out of END if the slot clicked is empty. Closes #45 2025-06-28 11:09:37 -04:00
dnd_loot.hpp Need to not transition out of END if the slot clicked is empty. Closes #45 2025-06-28 11:09:37 -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 Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 2025-06-26 23:22:22 -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 Make a function to access overlay cells Closes #35. 2025-06-26 23:17:53 -04:00
main_ui.hpp Make a function to access overlay cells Closes #35. 2025-06-26 23:17:53 -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 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 Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 2025-06-28 23:17:36 -04:00
ritual_ui.hpp Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 2025-06-28 23:17:36 -04:00
status_ui.cpp Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 2025-06-28 23:17:36 -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