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2017-03-07-REMOVED ENTITY, RESOURCE, AND CREATURE !majortom6
-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
2017-03-07-little touchesmajortom6
-need to solve bug with all creatures going to same resource
2017-03-07-began refractoring srcmajortom6
-reduced area creatures and resources spawn -everything should be on 8 spaces now -reorganized creatures action function to make more logical sense -stripped out unused parts of geoshader and spritebatch
2017-03-07-speedcaps now working againmajortom6
-creatures now randomize target better again -thats enough for today, src is still a mess and main can be cleaned a bit
2017-03-07-refractoring of includesmajortom6
2017-03-07-removed all references to sdl_rect and location and now everything now uses ↵majortom6
our own class rectangle -standardization of tab spaces to 8 is now in effect -refractoring of graphicsobjects.hpp
2017-03-07-quadtree and opengl rendering are now in the master branch !iamn1ck
-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
2017-02-18general refractoringmajortom6
2017-02-18fixed stupid segfaultmajortom6
2017-02-12-added DNA combining, currently it just takes the average of the mother and ↵tom
father -there maybe a random segfault, further investigation is needed
2017-02-12-removed groupingtom
2017-02-12-minor constant changestom
-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
2017-02-07-added agingtom
-added speed increasing, but right now it is on arrow keys due to sdl errors with + and -, eventually the arrow keys will be used to pan the camera, and speed will be done with a graphic and the + and - keys
2017-01-21-took basic math functions and put it into functions.hpptom
-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
2017-01-19-added entity growingtom
-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
2017-01-14completly remove location structure and replaced it with sdl_recttom
2017-01-11-removed all magic numbers and placed them in a constants headertom
-removed unused libraries and redid all header files
2017-01-10-Replaced images with colored rectanglestom
-Removed various functions and variables pertaining to such images -Started migrating all uses of Location to SDL_Rect (I would preferably completly remove Location.hpp) -Scaled down resolution to 1080x640 (I would like to make these global constants)
2016-05-13created settarget function and refractored prioritytom
2016-05-02puuuuurfcttom
2016-05-02reimplemented wanderingtom
2016-05-02fixed issue, was related to erasing nodes within vectors while using iteratorstom
2016-05-02implementing better modularity, came into bad bug. All creatures seem to ↵tom
have same near vector.
2016-05-02done refractoring typetom
2016-05-02spring cleaningtom
2016-05-02implemented the location fully into entitytom
2016-05-02spring cleaningtom
2016-05-02spring cleaning, added framerate cap & started iterator replacementtom
2015-08-01pushing before formatTom
2015-05-26revamped the list and creaturesTom
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
2015-05-08added removal of resources once eaten, from the L and R vectortom
creatures that done move don't die right now, we need them to wander if they dont have a priority **difficult**
2015-05-08they may eat if they can reach food in timetom
2015-05-08death now works properlytom
2015-05-08fixed some comments and cleaned aroundtom
2015-05-07Some variable names changed and many comments made so I understand what the ↵dakjos
fuck is going on
2015-05-07woo! detection is implemented albeit shittytom
2015-05-06made list vector not get infinitly bigTom Barrett
2015-05-06changed the movement to no longer move randomlyTom Barrett
2015-05-05fleshed out list, locations of all creatures and resources are now withintom
2015-05-05fixed list to make it easy to add more creatures/resources.tom
need to figure out how to generate more random numbers after - implement resource amount and ability to eat
2015-05-04process of implementing the unit list, have not compiled or testedTom Barrett
2015-05-02fixed in file namingtom
2015-05-02added basic movementtom
2015-05-01removed temp and made compilabletom
2015-05-01needs cleaning, hasnt been testedTom Barrett
2015-04-30added creature and resource classestom