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boss_fight_ui.cpp
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -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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Now also combat works no matter what's on the ground. Closes #81.
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2025-08-09 00:13:38 -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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Switching to Linux to find a memory bug and I want to keep a record of what caused it.
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2025-07-30 22:34:26 -04:00 |
debug_ui.hpp
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Switching to Linux to find a memory bug and I want to keep a record of what caused it.
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2025-07-30 22:34:26 -04:00 |
dnd_loot.cpp
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -04:00 |
dnd_loot.hpp
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -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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A little bit of refactoring while thinking about the loot next.
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2025-08-10 12:42:28 -04:00 |
fsm.hpp
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Implemented a little screenshot tool.
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2025-07-08 00:55:24 -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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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -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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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -04:00 |
loot_ui.hpp
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -04:00 |
main_ui.cpp
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A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck.
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2025-08-03 23:58:59 -04:00 |
main_ui.hpp
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A bit of optimization to keep from generating the sorted sprite list over and over. Also tried to solve the problem of tombstone covering everything but no luck.
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2025-08-03 23:58:59 -04:00 |
map_view.cpp
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -04:00 |
map_view.hpp
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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.
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2025-07-22 15:04:22 -04:00 |
mini_map.cpp
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Ripped out the string based map and created a Matrix map drawing function.
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2025-07-12 10:51:55 -04:00 |
mini_map.hpp
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -04:00 |
overlay_ui.cpp
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -04:00 |
overlay_ui.hpp
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -04:00 |
ritual_ui.cpp
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -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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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -04:00 |
status_ui.hpp
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -04:00 |