Mobs battle with hero, engine architect. changes

Mobs battle in real-time with the hero when in range. Start encapsulating
logic into entityStateSwitch() to organise entity properties changing
between different states.

Introduce basic concept of memory management in MemoryArena. Begin passing
around a memory object to track memory usage and eventually delegate
memory allocations through. Remove the old memory tracker in the debug
object and incorporate into engine primarily.

Add a debug console for logging information and events to the screen in
a console-like fashion. Debug is now initialised after the game, this is
so that you can pass the game's memory arena and font file to the debug
services. Debug services now properly initialise debug element positions
from this information and not through the update routine.
This commit is contained in:
doylet committed 2016-07-19 21:19:26 +10:00
1 parent 5fc58ca643
commit fd94eb5afd
17 files changed
+386 -163

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@@ -140,6 +140,7 @@
<ItemGroup>
<ClInclude Include="src\include\Dengine\Assets.h" />
<ClInclude Include="src\include\Dengine\Debug.h" />
<ClInclude Include="src\include\Dengine\MemoryArena.h" />
<ClInclude Include="src\include\Dengine\Platform.h" />
<ClInclude Include="src\include\Dengine\AssetManager.h" />
<ClInclude Include="src\include\Dengine\Common.h" />