Commit graph

10 commits

Author SHA1 Message Date
5ccd7d0c13 Fixed movement of multiple entities.
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
c94fc5a0be Rules are not template anymore (it was dumb)
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
08e922b0d4 First implementation of rules
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
9f28383d7e Keeping track of progression 2019-06-09 05:39:16 +02:00
d42d176e8d A* implementation
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
d53f8b32e9 Moved the clock check outside of the event loop
It caused the game to update only if events were received (Mouse movement, button press, etc)
2019-06-08 01:54:58 +02:00
3666b9e7e9 Entities are now constructable
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
67435debe6 Class structure, updated UML
Missing : actual code, decorators
2019-06-06 21:30:39 +02:00
2b9593bee8 Project structure and UML first draft 2019-06-06 17:07:24 +02:00
b0aeb31492 Repository initialization 2019-06-06 13:47:07 +02:00