Age | Commit message (Collapse) | Author |
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-plants do not reproduce yet, this is needed
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-reimplemented corpses
-implemented hunger and starving (if creature is starving they will eat corpses and will take damage)
-removed sides data from dna (think it is irrelavent)
-removed data from dna that is not used for plants
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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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sense, this also fixed the weird all creatures having the same target bug
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will be implemented
-added roll function, which takes a float ie (.15) and returns a true that percent of the time
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-need to solve bug with all creatures going to same resource
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-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
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-creatures now randomize target better again
-thats enough for today, src is still a mess and main can be cleaned a bit
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-removed unused shader
-cleaned up main and window
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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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father
-there maybe a random segfault, further investigation is 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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-just using = for + since there is no difference
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-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
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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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-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)
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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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creatures that done move don't die right now, we need them to wander if they dont have a priority
**difficult**
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