Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.

This commit is contained in:
Zed A. Shaw 2025-03-17 15:23:47 -04:00
parent 113a4a3b3e
commit d3158291f7
29 changed files with 119 additions and 1218 deletions

View file

@ -15,7 +15,6 @@ namespace gui {
FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
$main_ui($window),
$renderer($window),
$level($levels.current()),
$map_ui($level),
$combat_ui($level),
@ -53,11 +52,6 @@ namespace gui {
$boss_fight_ui = $levels.create_bossfight($level.world);
$boss_fight_ui->init();
$renderer.init_terminal();
$map_ui.create_render();
$map_ui.resize_canvas();
$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
run_systems();
state(State::IDLE);
}
@ -106,6 +100,7 @@ namespace gui {
break;
default:
dbc::log(fmt::format("In ATTACKING state, unhandled event {}", (int)ev));
state(State::IDLE);
}
}
@ -152,8 +147,6 @@ namespace gui {
state(State::ROTATING);
break;
case MAP_OPEN:
$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
$map_ui.resize_canvas();
state(State::MAPPING);
break;
case ATTACK:
@ -327,8 +320,6 @@ namespace gui {
void FSM::render() {
if(in_state(State::MAPPING)) {
$window.clear();
$map_ui.render();
$renderer.draw($map_ui);
} else if(in_state(State::NEXT_LEVEL)) {
$window.clear();
$boss_fight_ui->render($window);