raycaster/boss
2025-12-16 11:40:29 -05:00
..
fight.cpp Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want. 2025-12-16 11:40:29 -05:00
fight.hpp Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want. 2025-12-16 11:40:29 -05:00
system.cpp Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want. 2025-12-16 11:40:29 -05:00
system.hpp Beginning state machine for controlling the boss fight UI is up. 2025-12-07 00:21:07 -05:00
ui.cpp Beginning state machine for controlling the boss fight UI is up. 2025-12-07 00:21:07 -05:00
ui.hpp Now have the basics of the turn based battle engine with AI rebellion working. 2025-12-01 00:14:08 -05:00