raycaster/tests
2025-07-17 12:39:24 -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 Map now displays and works, just need to refine the colors and the compass directions. 2025-07-15 13:28:23 -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