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ai.cpp
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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.
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2025-04-03 10:14:50 -04:00 |
ai_fixture.json
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A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing.
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2025-03-11 10:57:29 -04:00 |
amt_matrix.cpp
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Brought in some of amit's code to study and try out. amt/ has it.
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2025-01-16 12:50:25 -05:00 |
amt_test.cpp
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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.
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2025-01-18 11:10:43 -05:00 |
animation.cpp
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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.
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2025-04-06 00:45:51 -04:00 |
ansi_parser.cpp
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Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
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2025-02-14 02:13:08 -05:00 |
base.cpp
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First build that actually works. SDL_main errors before but didn't figure out the cause.
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2025-01-02 11:47:02 -05:00 |
battle.cpp
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Working on a better character view.
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2025-05-16 01:22:12 -04:00 |
components.cpp
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First round of cleanup. dnd_loot.
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2025-06-25 14:28:35 -04:00 |
config.cpp
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First round of cleanup. dnd_loot.
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2025-06-25 14:28:35 -04:00 |
config_test.json
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First round of cleanup. dnd_loot.
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2025-06-25 14:28:35 -04:00 |
cyclic_rituals.json
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Prep for the next cleaning quality cycle.
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2025-03-16 10:26:54 -04:00 |
dbc.cpp
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Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?).
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2025-03-17 23:16:51 -04:00 |
dijkstra.json
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
dinkyecs.cpp
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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2025-06-28 12:47:17 -04:00 |
easings.cpp
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Final little fixes for testing.
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2025-03-17 23:36:14 -04:00 |
event_router.cpp
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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.
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2025-06-05 01:23:52 -04:00 |
fsm.cpp
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Working on a better character view.
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2025-05-16 01:22:12 -04:00 |
inventory.cpp
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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.
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2025-07-03 13:07:04 -04:00 |
levelmanager.cpp
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
lighting.cpp
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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2025-05-29 12:34:25 -04:00 |
loot.cpp
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Initial loot UI works to load an item by its world entity ID.
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2025-06-02 23:34:31 -04:00 |
map.cpp
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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.
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2025-07-18 13:09:53 -04:00 |
matrix.cpp
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2025-06-20 13:17:12 -04:00 |
mazes.cpp
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Now when you loot an item the loot UI works.
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2025-06-11 23:49:37 -04:00 |
palette.cpp
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Can now set a color to another already existing color.
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2025-07-17 12:39:24 -04:00 |
pathing.cpp
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Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money.
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2025-03-10 22:30:56 -04:00 |
rituals.cpp
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2025-06-30 10:15:22 -04:00 |
save.cpp
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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2025-02-08 14:03:09 -05:00 |
shaders.cpp
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The reload mechanism for shaders is a bit better, but still to make them unique.
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2025-04-14 13:16:19 -04:00 |
sound.cpp
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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.
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2025-02-22 22:27:56 -05:00 |
spatialmap.cpp
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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.
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2025-02-28 22:29:25 -05:00 |
stats.cpp
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Now have a simple stats test.
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2025-03-17 22:56:18 -04:00 |
textures.cpp
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Add the frame width/height to SpriteTexture. Closes #13
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2025-06-27 01:21:50 -04:00 |