raycaster/tests
2025-06-02 23:33:59 -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 Made the components module work like textures and sound so that there's just one constant map of components. 2025-06-02 23:33:59 -04:00
config.cpp 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. 2025-03-17 15:23:47 -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 Make the DinkyECS test fully isolated. 2025-02-14 10:48:09 -05:00
easings.cpp Final little fixes for testing. 2025-03-17 23:36:14 -04:00
fsm.cpp Working on a better character view. 2025-05-16 01:22:12 -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
map.cpp Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. 2025-05-24 00:47:44 -04:00
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
mazes.cpp Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 2025-05-21 13:56:53 -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 Working on a better character view. 2025-05-16 01:22:12 -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 Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time. 2025-05-30 17:49:15 -04:00