Remove useless log messages and bring back the tests.

master
Zed A. Shaw 2 weeks ago
parent ac252bf09d
commit c97648ab3a
  1. 4
      Makefile
  2. 4
      raycaster.cpp

@ -26,7 +26,7 @@ tracy_build:
meson compile -j 10 -C builddir meson compile -j 10 -C builddir
test: build test: build
./builddir/runtests "[levelmanager]" ./builddir/runtests
run: build test run: build test
ifeq '$(OS)' 'Windows_NT' ifeq '$(OS)' 'Windows_NT'
@ -49,7 +49,7 @@ clean:
meson compile --clean -C builddir meson compile --clean -C builddir
debug_test: build debug_test: build
gdb --nx -x .gdbinit --ex run --args builddir/runtests -e "[levelmanager]" gdb --nx -x .gdbinit --ex run --args builddir/runtests -e
win_installer: win_installer:
powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp' powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'

@ -399,7 +399,7 @@ void Raycaster::draw(sf::RenderTarget& target) {
} }
void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) { void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
fmt::println("entity UPDATE SPRITE {} will have sprite named {}", ent, sprite.name); // fmt::println("entity UPDATE SPRITE {} will have sprite named {}", ent, sprite.name);
auto sprite_txt = textures::get(sprite.name); auto sprite_txt = textures::get(sprite.name);
$sprites.insert_or_assign(ent, sprite_txt); $sprites.insert_or_assign(ent, sprite_txt);
} }
@ -415,7 +415,7 @@ void Raycaster::update_level(GameLevel level) {
$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) { $level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
// player doesn't need a sprite // player doesn't need a sprite
if($level.player == ent) return; if($level.player == ent) return;
fmt::println("entity {} will have sprite named {}", ent, sprite.name); // fmt::println("entity {} will have sprite named {}", ent, sprite.name);
auto sprite_txt = textures::get(sprite.name); auto sprite_txt = textures::get(sprite.name);
$sprites.insert_or_assign(ent, sprite_txt); $sprites.insert_or_assign(ent, sprite_txt);
}); });

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