Age | Commit message (Collapse) | Author |
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-removed creature type constant and replaced it with herbavore/carnivore type
-replaced resource type with plant type
-added eatType to dna (whatever the organism goes for hunger)
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-replaced with already implemented Rectangle, and put color and side variables in dna (can potentially remove the side variable if it does nothing important)
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-replaced them all with one class, organism (always subject to change)
-the dna type now is what differs creatures and resources
-removed dead constants
-may be a rogue segfault
-also weird artifacts start showing if running long
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-made opengl and sdl folders in includes, moved various *hpps to them
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our own class rectangle
-standardization of tab spaces to 8 is now in effect
-refractoring of graphicsobjects.hpp
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-using sdl_rect for location and size ended up being not so great due to it not having floats, so we reverted back to using location
-much, much refractoring is now needed
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-implemented dna structure, which carries the creatures attributes suchas speed and reach
-currently a child inherits 100% the same dna as the mother
-removed sing namespace std
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-spaced various lines
-reorganized variables by datatype
-implemented reproduction
-reorganized pathing so once a target is set, the creature checks if that same target is near every cycle
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-added bite functionality for creature/resource
-added gender (next largest feature is reproduction)
-refractored creature setTarget function to make more sense
-added constants for starting size of entity and max size of entity
-refractored list to make make much more sense
-added constants for types
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-removed unused libraries and redid all header files
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have same near vector.
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two bugs i can see right now
-somehow when a resource has less than 0 amount it still sticks around (somewhat rare)
-some creatures just bounce back and forth until they die not getting to their target
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fuck is going on
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need to figure out how to generate more random numbers
after - implement resource amount and ability to eat
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