raycaster/tests
2026-02-27 11:43:14 -05:00
..
ai.cpp AI is now moved. 2026-02-27 11:21:42 -05:00
ai_fixture.json A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 2025-03-11 10:57:29 -04:00
amt_matrix.cpp Matrix moved. 2026-02-27 11:43:14 -05:00
amt_test.cpp Matrix moved. 2026-02-27 11:43:14 -05:00
animation.cpp Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though. 2026-02-24 11:36:57 -05:00
base.cpp First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -05:00
battle.cpp Combat is now working. 2026-02-27 11:28:56 -05:00
camera.cpp Now have a simple camera system that I can configure in json for different motion effects. 2025-11-03 00:25:48 -05:00
components.cpp Needed to remove more dead code. 2026-02-27 00:08:29 -05:00
config.cpp Quick refactor of the config system to make it easier to refactor config.cpp/hpp later. 2025-09-16 11:59:30 -04:00
config_test.json First round of cleanup. dnd_loot. 2025-06-25 14:28:35 -04:00
cyclic_rituals.json Prep for the next cleaning quality cycle. 2025-03-16 10:26:54 -04:00
dbc.cpp Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?). 2025-03-17 23:16:51 -04:00
dijkstra.json Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2025-01-30 11:38:57 -05:00
dinkyecs.cpp Bad test that wasn't running. 2025-08-18 23:55:14 -04:00
event_router.cpp Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop. 2025-06-05 01:23:52 -04:00
fsm.cpp Working on a better character view. 2025-05-16 01:22:12 -04:00
inventory.cpp There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54. 2025-07-03 13:07:04 -04:00
lighting.cpp Fix up the spatialmap to have an occupied_by method which checks if a square is occupied and returns what is there. 2025-09-02 12:46:05 -04:00
loot.cpp Quick refactor of the config system to make it easier to refactor config.cpp/hpp later. 2025-09-16 11:59:30 -04:00
map.cpp Have a basic understanding of what to do for the boss fight arena, but now want to start over fresh. 2025-09-22 13:43:36 -04:00
matrix.cpp Matrix moved. 2026-02-27 11:43:14 -05:00
mazes.cpp Matrix moved. 2026-02-27 11:43:14 -05:00
meson.build Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build. 2026-02-27 10:49:19 -05:00
palette.cpp Fix a bug in palette that kept it from being idempotent. 2025-12-12 11:41:57 -05:00
pathing.cpp Matrix moved. 2026-02-27 11:43:14 -05:00
rituals.cpp AI is now moved. 2026-02-27 11:21:42 -05:00
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2025-02-08 14:03:09 -05:00
shaders.cpp The reload mechanism for shaders is a bit better, but still to make them unique. 2025-04-14 13:16:19 -04:00
sound.cpp All of the UIs should be cleared out, and that just leaves the tests. 2025-08-19 23:58:42 -04:00
spatialmap.cpp Invalid test, should be enemy. 2025-09-03 11:28:29 -04:00
stats.cpp Now have a simple stats test. 2025-03-17 22:56:18 -04:00
systems.cpp Fix up the spatialmap to have an occupied_by method which checks if a square is occupied and returns what is there. 2025-09-02 12:46:05 -04:00
textures.cpp 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. 2025-07-22 15:04:22 -04:00