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									 Zed A. Shaw | c19cd707d1 | Better unit test for the collision system. | 2024-10-26 18:13:06 -04:00 |  | 
				
					
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									 Zed A. Shaw | ec1ed23c52 | Now using a simple collision map to track entities and then determine if they're near the player for attacking. | 2024-10-26 04:33:23 -04:00 |  | 
				
					
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									 Zed A. Shaw | 743f906bc7 | Implemented a simple collision hash table. | 2024-10-25 22:31:09 -04:00 |  | 
				
					
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									 Zed A. Shaw | 5cf66aad02 | Conver to using \ for member variables in classes. In structs just use the name. | 2024-10-03 17:05:23 -04:00 |  | 
				
					
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									 Zed A. Shaw | feda66defd | Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall. | 2024-10-02 16:56:06 -04:00 |  | 
				
					
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									 Zed A. Shaw | 62195e6eea | A dirty first cut at a single random horiz/vert split for the BSP algorithm. | 2024-09-27 18:42:32 -04:00 |  | 
				
					
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									 Zed A. Shaw | 6cb3366912 | I can make a map with one room 'randomly' generated and calculate paths. | 2024-09-27 00:10:41 -04:00 |  | 
				
					
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									 Zed A. Shaw | 8b67a25732 | Cleaned up the map for more work. | 2024-09-26 23:14:42 -04:00 |  | 
				
					
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									 Zed A. Shaw | 4f863c2635 | Dijkstra thing is working on a sample map. | 2024-09-26 17:56:40 -04:00 |  | 
				
					
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									 Zed A. Shaw | c6d298023a | Need the test file.json | 2024-09-26 16:56:01 -04:00 |  | 
				
					
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									 Zed A. Shaw | ebb5360c5c | Fixed the bug that made walls not receive the algorithm. | 2024-09-26 16:55:42 -04:00 |  | 
				
					
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									 Zed A. Shaw | 4d748d1f48 | Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm. | 2024-09-26 01:22:25 -04:00 |  | 
				
					
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									 Zed A. Shaw | ad143dca05 | Initial commit that has most of what I need. | 2024-09-24 18:28:01 -04:00 |  |