bf27bbeeb9
Fixed movement of multiple entities.
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Changed std::unique_ptr<Entity> to std::shared_ptr<Entity>.
Fixed pathfinding away from targets
TODO :
- Fix oscillation around destination
- Fix fleeing from adjacent target
- Win conditions
- GUI
2019-06-10 18:46:37 +02:00
4d5be1744f
Rules are not template anymore (it was dumb)
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Entities are now managed with unique_ptr to allow polymorphism (and good memory management)
Rules can be added via the Level object
Fixed Rule::findTarget not caring about targetType
TODO : Find why pathfinding (unlikely) or findTarget (most likely) is broken
2019-06-10 04:04:03 +02:00
74947ed59c
First implementation of rules
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TODO :
- Fix target as getter (currently broken because of inheritance by rules)
- Smart pointers for entity store ?
2019-06-09 23:26:46 +02:00
612fe95860
Keeping track of progression
2019-06-09 05:39:16 +02:00
4b39ac42fd
A* implementation
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Working except for end of path endless loop (0,0 point appearing in paths for no reason?)
Commit mainly because the HDD is on the verge of dying
2019-06-09 05:18:28 +02:00
115af7dcc7
Moved the clock check outside of the event loop
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It caused the game to update only if events were received (Mouse movement, button press, etc)
2019-06-08 01:54:58 +02:00
06841915f0
Entities are now constructable
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Added utility function to display error window
Added textures
Added font
Added a way to choose resources location
2019-06-07 22:20:34 +02:00
3906ecd27b
Class structure, updated UML
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Missing : actual code, decorators
2019-06-06 21:30:39 +02:00
736eaac94c
Project structure and UML first draft
2019-06-06 17:07:24 +02:00
fc26d7ff41
Repository initialization
2019-06-06 13:47:07 +02:00