A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/tests
Zed A. Shaw 75db188dc6 AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. 2 years ago
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ai.cpp AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. 2 years ago
ai_fixture.json A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 2 years ago
amt_matrix.cpp Brought in some of amit's code to study and try out. amt/ has it. 2 years ago
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. 2 years ago
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. 2 years ago
base.cpp First build that actually works. SDL_main errors before but didn't figure out the cause. 2 years ago
components.cpp A basic components test that just loads all the config files and their components into a world. 2 years ago
config.cpp A simple config loader test. 2 years ago
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. 2 years ago
dijkstra.json Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2 years ago
dinkyecs.cpp Make the DinkyECS test fully isolated. 2 years ago
fsm.cpp Trying out an FSM for controlling the main loop. 2 years ago
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. 2 years ago
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. 2 years ago
lel.cpp I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 2 years ago
levelmanager.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2 years ago
lighting.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2 years ago
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. 2 years ago
matrix.cpp Add some debug boxes around the fonts to figure out why they aren't vertically centered. 2 years ago
pathing.cpp Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 2 years ago
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2 years ago
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. 2 years ago
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. 2 years ago
textures.cpp More testing improvements. 2 years ago
tilemap.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2 years ago