Commit graph

  • 012183fbcb Fixed a typo in UML diagram master trotFunky 2019-06-11 00:37:54 +02:00
  • 60770b5395 Added first UI elements Rules can be created from the UI Game can be stopped/started from the UI Current level can be reset (Load from file again) Added "Game" target and main file v0.0 trotFunky 2019-06-11 00:33:44 +02:00
  • 8199b7d036 Fixed finding entities finding themselves when targeting their type trotFunky 2019-06-10 23:22:43 +02:00
  • 2d8b1e53ce Final fix for end of movement I was being dumb again : if we are adjacent to a target entity, stop moving trotFunky 2019-06-10 21:53:39 +02:00
  • b85d46e450 Fixed oscillations for real Entities do not move after completing their moves... trotFunky 2019-06-10 20:05:46 +02:00
  • e1f23f67a2 Fixed oscillating around end position trotFunky 2019-06-10 19:14:43 +02:00
  • 5ccd7d0c13 Fixed movement of multiple entities. Changed std::unique_ptr<Entity> to std::shared_ptr<Entity>. Fixed pathfinding away from targets trotFunky 2019-06-10 18:44:45 +02:00
  • 293a564a29 Fixed Rule::findTarget() not finding good or even valid targets trotFunky 2019-06-10 16:04:12 +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 trotFunky 2019-06-10 04:04:03 +02:00
  • 4ab83f1124 Fixed pathfinding for usage with Rule::findTarget() Fixed Entity::target being public trotFunky 2019-06-10 01:58:14 +02:00
  • 08e922b0d4 First implementation of rules TODO : - Fix target as getter (currently broken because of inheritance by rules) - Smart pointers for entity store ? Teo-CD 2019-06-09 23:26:46 +02:00
  • febe0827ad Fixed x,y in Entity constructor not being pro_maat::GridUnit Teo-CD 2019-06-09 15:56:54 +02:00
  • 4ed9180694 Cleaning some warnings Teo-CD 2019-06-09 14:59:17 +02:00
  • 9f28383d7e Keeping track of progression Teo-CD 2019-06-09 05:39:16 +02:00
  • ebc8d961f4 A* working : previousNode was initialized with one step instead of none. Teo-CD 2019-06-09 05:37:08 +02:00
  • d42d176e8d A* implementation Working except for end of path endless loop (0,0 point appearing in paths for no reason?) Teo-CD 2019-06-09 05:18:28 +02:00
  • 250a680cad Fixed target initialization still using sf::Vector2i Forgot to move manhattanDistance to .cpp Teo-CD 2019-06-08 17:08:15 +02:00
  • f7481f2bc9 Added type alias for std::pair<uint8_t,uint8_t> for grid coordinates as sf::Vector2 cannot be used in std::map or std::set Teo-CD 2019-06-08 16:11:29 +02:00
  • 1a79679c21 Added representation of occupied squares and a way to retrieve them for A* implementation Updated UML Teo-CD 2019-06-08 02:32:06 +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) Teo-CD 2019-06-08 01:54:58 +02:00
  • 81364c7b4c Level updates are now triggered at timed intervals Teo-CD 2019-06-08 01:14:52 +02:00
  • dafc442512 Implemented move function for entities Does not consider speed (TODO ?) Teo-CD 2019-06-07 22:38:55 +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 Teo-CD 2019-06-07 22:20:34 +02:00
  • 46d26b6e61 Started object construction and parsing Simplified some structures Missing : Entity construction trotFunky 2019-06-07 02:59:27 +02:00
  • 67435debe6 Class structure, updated UML Missing : actual code, decorators trotFunky 2019-06-06 21:30:39 +02:00
  • 2b9593bee8 Project structure and UML first draft trotFunky 2019-06-06 17:07:24 +02:00
  • b0aeb31492 Repository initialization trotFunky 2019-06-06 13:47:07 +02:00