raycaster/tests
2025-07-18 13:09:53 -04:00
..
ai.cpp This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm. 2025-04-03 10:14:50 -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
animation.cpp Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision. 2025-04-06 00:45:51 -04:00
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
battle.cpp Working on a better character view. 2025-05-16 01:22:12 -04:00
components.cpp First round of cleanup. dnd_loot. 2025-06-25 14:28:35 -04:00
config.cpp First round of cleanup. dnd_loot. 2025-06-25 14:28:35 -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 Now have a 'destroy' method that removes everything related to an entity. Closes #18. 2025-06-28 12:47:17 -04:00
easings.cpp Final little fixes for testing. 2025-03-17 23:36:14 -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
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 This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 2025-05-29 12:34:25 -04:00
loot.cpp Initial loot UI works to load an item by its world entity ID. 2025-06-02 23:34:31 -04:00
map.cpp Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction. 2025-07-18 13:09:53 -04:00
matrix.cpp Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style. 2025-06-20 13:17:12 -04:00
mazes.cpp Now when you loot an item the loot UI works. 2025-06-11 23:49:37 -04:00
palette.cpp Can now set a color to another already existing color. 2025-07-17 12:39:24 -04:00
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
rituals.cpp Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. 2025-06-30 10:15:22 -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
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 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
stats.cpp Now have a simple stats test. 2025-03-17 22:56:18 -04:00
textures.cpp Add the frame width/height to SpriteTexture. Closes #13 2025-06-27 01:21:50 -04:00