raycaster/tests
2025-03-11 15:33:14 -04:00
..
ai.cpp Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. 2025-03-11 15:33:14 -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
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
components.cpp A basic components test that just loads all the config files and their components into a world. 2025-02-21 22:52:53 -05:00
config.cpp A simple config loader test. 2025-02-21 23:17:53 -05:00
dbc.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
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
fsm.cpp Trying out an FSM for controlling the main loop. 2025-02-04 00:52:54 -05:00
guecs.cpp Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. 2025-02-21 03:32:44 -05:00
inventory.cpp 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. 2025-02-08 21:16:25 -05:00
lel.cpp I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 2025-02-18 01:10:56 -05:00
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 BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2025-02-08 14:03:09 -05:00
map.cpp 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. 2025-02-08 21:16:25 -05:00
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
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
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
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
textures.cpp More testing improvements. 2025-02-21 13:21:13 -05:00
tilemap.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