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ai.cpp
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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2025-03-26 13:34:52 -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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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -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 |
combat.cpp
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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2025-03-28 12:40:46 -04:00 |
components.cpp
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -04:00 |
config.cpp
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Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
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2025-03-17 15:23:47 -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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Make the DinkyECS test fully isolated.
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2025-02-14 10:48:09 -05:00 |
easings.cpp
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Final little fixes for testing.
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2025-03-17 23:36:14 -04:00 |
fsm.cpp
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Trying out an FSM for controlling the main loop.
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2025-02-04 00:52:54 -05:00 |
guecs.cpp
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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2025-03-28 12:40:46 -04:00 |
inventory.cpp
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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.
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2025-02-08 21:16:25 -05:00 |
lel.cpp
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I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
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2025-02-18 01:10:56 -05:00 |
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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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 |
map.cpp
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Final little fixes for testing.
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2025-03-17 23:36:14 -04:00 |
matrix.cpp
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Add some debug boxes around the fonts to figure out why they aren't vertically centered.
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2025-02-15 22:54:00 -05:00 |
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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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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2025-03-26 13:34:52 -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 |
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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More testing improvements.
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2025-02-21 13:21:13 -05:00 |
tilemap.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 |