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* ball: Collide with balls before linesHEADmasterP. J. McDermott2021-03-301-16/+16
* ball, map: Fix ball speedP. J. McDermott2021-03-302-2/+5
* ball: Avoid double bouncing off pointsP. J. McDermott2021-03-301-1/+8
* ball: Improve convex corner collisionsP. J. McDermott2021-03-301-0/+1
* collision: Drop "="P. J. McDermott2021-03-301-1/+1
* ball: Use collision lines instead of tilesP. J. McDermott2021-03-301-28/+21
* collision: Add basic circle-line testP. J. McDermott2021-03-302-0/+53
* map: Add line accessor functionsP. J. McDermott2021-03-302-0/+36
* map: Parse ball collision linesP. J. McDermott2021-03-301-25/+155
* ball: Undo bounce reductionP. J. McDermott2021-03-301-6/+1
* Revert "[WIP] map: Merge wall tiles into hor/vert lines"P. J. McDermott2021-03-301-37/+4
* games/classic: Renumber map objectsP. J. McDermott2021-03-2910-44/+44
* games/classic: Add ball collision linesP. J. McDermott2021-03-2910-10/+112
* [WIP] map: Merge wall tiles into hor/vert linesP. J. McDermott2021-03-291-4/+37
* ball: Bounce off one wall per frameP. J. McDermott2021-03-291-26/+6
* ball: Avoid colliding with multiple coaxial wallsP. J. McDermott2021-03-271-1/+26
* ball: Keep angle in [0, 360)P. J. McDermott2021-03-271-1/+1
* level: Collide balls!P. J. McDermott2021-03-271-0/+1
* ball: Collide with wallsP. J. McDermott2021-03-271-0/+28
* build: Consolidate math function checksP. J. McDermott2021-03-271-18/+5
* build: Check for ceil() and floor()P. J. McDermott2021-03-271-0/+6
* collision: s/int/double/ in rect collision pointsP. J. McDermott2021-03-272-4/+6
* map: Remove trailing spacesP. J. McDermott2021-03-271-2/+2
* map: Add tile size query functionsP. J. McDermott2021-03-272-0/+14
* ball: Add map memberP. J. McDermott2021-03-273-3/+9
* map: Add functions to query tile collisionsP. J. McDermott2021-03-272-0/+22
* ball: Fix floating-point remainder arithmeticP. J. McDermott2021-03-271-1/+1
* build: Check for fmodP. J. McDermott2021-03-271-0/+3
* ball: Bounce balls off each otherP. J. McDermott2021-03-271-1/+11
* build: Check for atan2()P. J. McDermott2021-03-271-0/+3
* collision: s/int/double/ in circle-circle funcsP. J. McDermott2021-03-273-11/+11
* ball: Don't collide spinning balls with othersP. J. McDermott2021-03-271-5/+9
* ball, map: Convert to left-hand ruleP. J. McDermott2021-03-272-6/+5
* ball: Move straight ballsP. J. McDermott2021-03-261-0/+2
* ball: Initialize other ball in collision loopP. J. McDermott2021-03-261-1/+1
* map: Fix speed type conversionsP. J. McDermott2021-03-261-2/+6
* ball: Move spinning ballsP. J. McDermott2021-03-263-0/+19
* build: Check for cos() and sin()P. J. McDermott2021-03-261-0/+6
* map: Add some sanity checksP. J. McDermott2021-03-261-0/+10
* map: Convert object speed from px/s to px/fP. J. McDermott2021-03-261-1/+3
* level: Set up event loopP. J. McDermott2021-03-261-2/+30
* map: Add framerate accessorP. J. McDermott2021-03-262-0/+7
* collision: Add rectangle/AABB collision functionsP. J. McDermott2021-03-262-0/+29
* map: Set collision tile bit fieldsP. J. McDermott2021-03-261-0/+43
* map: Remove extra spaces in func var declsP. J. McDermott2021-03-261-3/+3
* tileset: Simplify rendering function logic a bitP. J. McDermott2021-03-261-9/+3
* tileset: Add collision functionsP. J. McDermott2021-03-262-2/+32
* tileset: Ensure there are no more than 32 tilesP. J. McDermott2021-03-261-0/+5
* level: Split rendering into new functionP. J. McDermott2021-03-251-25/+30
* level: Render player and targetP. J. McDermott2021-03-251-0/+11