Changelog:
- Store player dir input in LevelScene Data instead of pointer,
to avoid use-after-free (non-fatal as mempool is used, but can cause
unintended behaviour)
- Only process player movement in system update. This is done in the
movement update system
- Normalise before apply acceleration, duh
Changelog:
- Add double buffer to handle key presses and release
- Add more actions
- Update action mapping of level scene
- Implement action function for level scene
- Remove action queue for Scene struct. This is handled by raylib
and the game engine
- Update scene struct with action function field
Internal Changelog:
- Implement scene boundary bounce system (subject to change)
- Add tilemap in preparation for collision system
- Allow early exit of scene testing
Changelog:
- Rewrite the Mempool Struct to be generic enough
- Static alloc for components mempool and entities mempool
- Component mempool now uses the component enum as index
- Update all mempool functions to work with the new struct
Internal Changelog:
- Update BBox component to use Vector2
- Add new CTransform component
- Implement level scene movement system and render system
- Implement scene test procedure
Changelog:
- Add actions and assets headers, not implemented and not used
- move original main to entManager_test
- Add proper main to create window and display nothing
- Implement scene base class and level scene
- Add a simple level scene test
- Update CMakeLists to compile main and tests
Internal Changelog:
- Use data store similar to component map
- Add init and free for entities tag
- Use enum instead of char for tag
- Switch to use clang for compilation
- Add -Wall for compilation