Commit Graph

12 Commits

Author SHA1 Message Date
YourWishes 717902462b Fix fatal async asset load errors, remove unused event system
An async asset load failure crashed the whole game via errorThrow,
while the identical sync failure just logged and continued - a single
missing/corrupted asset could take down the process. assetUpdate now
handles the async error path the same way as sync (invoke onError,
keep running).

Also removes event.h/event.c and assetbatch, which existed only to
support multiple subscribers per asset event but had no real caller
that ever used more than one (assetbatch itself had zero callers
anywhere). Asset entries, uifullbox, and uiloading now use plain
single-callback + user-pointer fields instead of the generic
array-backed event_t.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 10:14:38 -05:00
YourWishes 128f9ab9d4 some random fixes 2026-08-08 01:18:07 -05:00
YourWishes 1bd73d69fe Clamp keyframe interpolation to last value, add main menu scene/UI, battle HUD, and expanded test coverage
- keyframeGetValue now returns the last keyframe's value for times at or
  beyond it, fixes a missing util/math.h include, and asserts keyframes are
  sorted by time; adds test/animation/test_keyframe.c
- Adds mainmenu scene/UI and a battle HUD UI frame
- Adds save autosave-related fields and battle scene tweaks
- Adds headless test coverage for cutscenes, entities, and map areas
2026-08-06 12:58:07 -05:00
YourWishes fb48285143 Rebuild battle flow as an explicit state machine with cutscene hooks
Replace the one-fighter-at-a-time turn model with an OPENING/PRE_ROUND/
PLAYER_SELECTION/AI_SELECTION/MOVES_EXECUTING/POST_ROUND/ENDED state
machine and a per-fighter action queue, so actions are decided before any
of them execute (needed for speed-ordered resolution) and so a cutscene
can pause the battle, wait for a specific state, and force a fighter's
action -- enabling automated, fully-scripted, and partially-scripted
battles. Adds CUTSCENE_PAUSE_BATTLE plus CUTSCENE_BATTLE_WAIT_STATE and
CUTSCENE_BATTLE_FORCE_ACTION cutscene items, and generic onStateChanged/
onActionDecided callbacks on battle_t. Re-enables the long-dormant
test/rpg suite and adds test/rpg/battle covering the state machine and
the new cutscene hooks end-to-end.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-06 08:49:42 -05:00
YourWishes 98db62a4bc Add some more tests, prepping for asset testing 2026-06-01 13:37:14 -05:00
YourWishes a79ee429b4 Prepping for async 2026-06-01 10:57:40 -05:00
YourWishes 4517b63557 Fixed compiling
Build Dusk / run-tests (push) Failing after 15s
2026-03-10 21:11:12 -05:00
YourWishes 26a71a823a Test assert
Build Dusk / run-tests (push) Successful in 2m6s
Build Dusk / build-linux (push) Successful in 1m56s
Build Dusk / build-psp (push) Failing after 1m48s
2026-01-06 21:23:39 -06:00
YourWishes af5bf987c8 Add inventory.
Build Dusk / run-tests (push) Successful in 2m12s
Build Dusk / build-linux (push) Successful in 1m49s
Build Dusk / build-psp (push) Successful in 1m52s
2026-01-06 07:47:16 -06:00
YourWishes 6cb80e9e23 Testing time (and found some bugs!)
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-01-05 18:09:31 -06:00
YourWishes aec937b04b Add some tests
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
2026-01-05 16:13:14 -06:00
YourWishes 8ee46fd204 add tests.
Build Dusk / build-linux (push) Successful in 2m5s
Build Dusk / build-psp (push) Failing after 1m44s
2026-01-05 13:25:39 -06:00