.. |
ai.cpp
|
Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet.
|
2025-03-12 13:56:05 -04:00 |
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
|
Brought in some of amit's code to study and try out. amt/ has it.
|
2025-01-16 12:50:25 -05:00 |
amt_test.cpp
|
Brought in Amit's latest code and converted it to use either dumb lighting or his new torch lighting, then threw in the FPS counter from last night.
|
2025-01-18 11:10:43 -05:00 |
ansi_parser.cpp
|
Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
|
2025-02-14 02:13:08 -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 |
components.cpp
|
A basic components test that just loads all the config files and their components into a world.
|
2025-02-21 22:52:53 -05:00 |
config.cpp
|
A simple config loader test.
|
2025-02-21 23:17:53 -05:00 |
dbc.cpp
|
Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right.
|
2025-02-28 22:29:25 -05:00 |
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
|
Make the DinkyECS test fully isolated.
|
2025-02-14 10:48:09 -05:00 |
fsm.cpp
|
Trying out an FSM for controlling the main loop.
|
2025-02-04 00:52:54 -05:00 |
guecs.cpp
|
Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
|
2025-02-21 03:32:44 -05:00 |
inventory.cpp
|
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
|
2025-02-08 21:16:25 -05:00 |
lel.cpp
|
I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
|
2025-02-18 01:10:56 -05:00 |
levelmanager.cpp
|
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 |
lighting.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 |
map.cpp
|
Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
|
2025-02-08 21:16:25 -05:00 |
matrix.cpp
|
Add some debug boxes around the fonts to figure out why they aren't vertically centered.
|
2025-02-15 22:54:00 -05:00 |
pathing.cpp
|
Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money.
|
2025-03-10 22:30:56 -04:00 |
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 |
sound.cpp
|
Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
|
2025-02-22 22:27:56 -05:00 |
spatialmap.cpp
|
Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right.
|
2025-02-28 22:29:25 -05:00 |
textures.cpp
|
More testing improvements.
|
2025-02-21 13:21:13 -05:00 |
tilemap.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 |