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e23e2f0997
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precompute graph to be used for dijkstra's algorithm, resulting in CPU usage that never exceed 7/home/humza/Downloads/sml/oh-my-stars/fcore/path-finding.sml with 5 enemies and eliminating lag
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2025-01-31 04:32:53 +00:00 |
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9b7d7a1396
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fix compile errors after previous commit (which involved reimplementing the quad tree to eliminate the possibility of a class of bugs I was experiencing; the problem was that the quad bounds were being passed recursively in different functions, but the long argument list in these functions made it difficult to see where the mismatch was)
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2025-01-27 23:41:59 +00:00 |
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6369be21fa
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tentatively refactor quad tree to make it more succinct + eliminate a class of potential bugs (passing wrong quad values through recursion)
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2025-01-27 23:27:52 +00:00 |
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67a4ad5664
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start implementing patches to follow player (basic; shouldn't use path finding like Dijkstra's algorithm)
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2025-01-17 11:43:49 +00:00 |
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a05f211428
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pass player record as argument for enemy filtering functiokns, so enemy can react to player state (position, etc.)
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2025-01-16 08:15:29 +00:00 |
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0c01b224d0
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slight refactoring to help with extensibility of adding enemy variants later
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2025-01-14 11:50:27 +00:00 |
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2a940a9392
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done with patroll function, successfully making enemy switch directions while patrolling
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2025-01-13 12:40:23 +00:00 |
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ee5f3c628d
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progress towards having enemy patrol area when on wall/platform
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2025-01-13 11:28:49 +00:00 |
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690bfe75da
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make plan for writing how enemy should patrol on wall/platform
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2025-01-13 11:02:34 +00:00 |
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50238b8dac
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done getting physics + environment to work on enemy as well, in addition to player
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2025-01-13 09:52:25 +00:00 |
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4484eb0ef0
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functorise environment collision patches
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2025-01-13 09:42:32 +00:00 |
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7290d9865d
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have enemy physics working and applied to enemy
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2025-01-12 23:58:21 +00:00 |
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8052ad53f7
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a bit of refactoring and clearer naming
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2025-01-12 21:59:33 +00:00 |
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e280274ed0
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add xAxis and yAxis fields to enemy type
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2025-01-12 13:07:32 +00:00 |
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c4989711df
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refactor constants out of enemy.sml
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2025-01-12 12:53:41 +00:00 |
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8498eacde2
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a little bit of refactoring
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2025-01-11 21:58:34 +00:00 |
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8804847d7a
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use binary search to find enemy with ID in 'GameUpdate.checkEnemies' function, because we previously relied on the enemy's index
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2024-12-27 18:26:57 +00:00 |
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05cc1d3a46
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begin coding enemy
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2024-12-19 03:08:26 +00:00 |
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