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* ball: Initialize other ball in collision loopP. J. McDermott2021-03-261-1/+1
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* map: Fix speed type conversionsP. J. McDermott2021-03-261-2/+6
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* ball: Move spinning ballsP. J. McDermott2021-03-263-0/+19
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* build: Check for cos() and sin()P. J. McDermott2021-03-261-0/+6
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* map: Add some sanity checksP. J. McDermott2021-03-261-0/+10
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* map: Convert object speed from px/s to px/fP. J. McDermott2021-03-261-1/+3
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* level: Set up event loopP. J. McDermott2021-03-261-2/+30
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* map: Add framerate accessorP. J. McDermott2021-03-262-0/+7
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* collision: Add rectangle/AABB collision functionsP. J. McDermott2021-03-262-0/+29
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* map: Set collision tile bit fieldsP. J. McDermott2021-03-261-0/+43
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* map: Remove extra spaces in func var declsP. J. McDermott2021-03-261-3/+3
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* tileset: Simplify rendering function logic a bitP. J. McDermott2021-03-261-9/+3
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* tileset: Add collision functionsP. J. McDermott2021-03-262-2/+32
| | | | And fix collision bit field setting.
* tileset: Ensure there are no more than 32 tilesP. J. McDermott2021-03-261-0/+5
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* level: Split rendering into new functionP. J. McDermott2021-03-251-25/+30
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* level: Render player and targetP. J. McDermott2021-03-251-0/+11
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* map: Save player and target GIDsP. J. McDermott2021-03-253-18/+26
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* map: Set random angle for spinning ballsP. J. McDermott2021-03-251-0/+2
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* main: Seed RNGP. J. McDermott2021-03-251-0/+3
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* map: Initialize all object membersP. J. McDermott2021-03-251-3/+7
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* ball: Position spinning ballP. J. McDermott2021-03-251-2/+12
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* map: Fix object coordinatesP. J. McDermott2021-03-251-3/+3
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* ball: RenderP. J. McDermott2021-03-253-0/+21
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* ball: Add tilesets and gid membersP. J. McDermott2021-03-253-17/+25
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* ball: Convert loops to recursionsP. J. McDermott2021-03-251-22/+18
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* level: Get tilesets and objects from mapP. J. McDermott2021-03-251-13/+19
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* map: Add accessor functionsP. J. McDermott2021-03-252-56/+90
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* games/classic: Fix object speed data typesP. J. McDermott2021-03-251-7/+7
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* map: Parse and create objectsP. J. McDermott2021-03-251-2/+234
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* ball: Change data typesP. J. McDermott2021-03-252-7/+7
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* db_xml_get_bool_attr(): Fix dest assignmentP. J. McDermott2021-03-251-2/+2
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* db_xml_get_float_attr(): New functionP. J. McDermott2021-03-252-0/+22
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* ball: Add spin direction and radiusP. J. McDermott2021-03-252-7/+12
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* map: Use map background colorP. J. McDermott2021-03-252-7/+5
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* tileset: Wrap a long lineP. J. McDermott2021-03-251-1/+2
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* tileset: Fix format type issueP. J. McDermott2021-03-251-1/+1
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* map: Move tile rendering to tilesetP. J. McDermott2021-03-253-74/+46
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* map: Set rects in fewer linesP. J. McDermott2021-03-251-10/+6
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* map: Set layer rect in outer loopP. J. McDermott2021-03-251-12/+12
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* tileset: Ensure tile size matches map'sP. J. McDermott2021-03-253-33/+26
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* level: Add object members to structP. J. McDermott2021-03-251-0/+11
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* ball: New functionsP. J. McDermott2021-03-253-0/+131
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* collision: Add circle-circle functionsP. J. McDermott2021-03-252-1/+31
| | | | Also fix missing #include and mark db_pt_in_rect() pure.
* game: Play ALL the levelsP. J. McDermott2021-03-243-1/+18
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* map: Fix map sizeP. J. McDermott2021-03-241-2/+5
| | | | And add SDL_RenderCopy() dstrect size to debugging output.
* map: Copy the tileset texture to the layer textureP. J. McDermott2021-03-243-16/+17
| | | | Not the layer texture to the layer texture. That's just stupid.
* map: Clear texture and handle render copy errorsP. J. McDermott2021-03-241-4/+16
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* map: Fix layer rect mathP. J. McDermott2021-03-241-2/+2
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* level: Render mapP. J. McDermott2021-03-241-1/+19
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* main-menu: Fix game action renderer argumentP. J. McDermott2021-03-241-1/+1
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