Remove useless log messages and bring back the tests.
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parent
ac252bf09d
commit
c97648ab3a
2 changed files with 4 additions and 4 deletions
4
Makefile
4
Makefile
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@ -26,7 +26,7 @@ tracy_build:
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meson compile -j 10 -C builddir
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meson compile -j 10 -C builddir
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test: build
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test: build
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./builddir/runtests "[levelmanager]"
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./builddir/runtests
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run: build test
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run: build test
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ifeq '$(OS)' 'Windows_NT'
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ifeq '$(OS)' 'Windows_NT'
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@ -49,7 +49,7 @@ clean:
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meson compile --clean -C builddir
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meson compile --clean -C builddir
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debug_test: build
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debug_test: build
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gdb --nx -x .gdbinit --ex run --args builddir/runtests -e "[levelmanager]"
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gdb --nx -x .gdbinit --ex run --args builddir/runtests -e
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win_installer:
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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@ -399,7 +399,7 @@ void Raycaster::draw(sf::RenderTarget& target) {
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}
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}
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void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
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void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
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fmt::println("entity UPDATE SPRITE {} will have sprite named {}", ent, sprite.name);
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// fmt::println("entity UPDATE SPRITE {} will have sprite named {}", ent, sprite.name);
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auto sprite_txt = textures::get(sprite.name);
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auto sprite_txt = textures::get(sprite.name);
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$sprites.insert_or_assign(ent, sprite_txt);
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$sprites.insert_or_assign(ent, sprite_txt);
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}
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}
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@ -415,7 +415,7 @@ void Raycaster::update_level(GameLevel level) {
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$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
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$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
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// player doesn't need a sprite
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// player doesn't need a sprite
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if($level.player == ent) return;
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if($level.player == ent) return;
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fmt::println("entity {} will have sprite named {}", ent, sprite.name);
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// fmt::println("entity {} will have sprite named {}", ent, sprite.name);
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auto sprite_txt = textures::get(sprite.name);
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auto sprite_txt = textures::get(sprite.name);
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$sprites.insert_or_assign(ent, sprite_txt);
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$sprites.insert_or_assign(ent, sprite_txt);
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});
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});
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