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path: root/src/ball.c
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* ball, map: Fix ball speedP. J. McDermott2021-03-301-2/+2
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* ball: Avoid double bouncing off pointsP. J. McDermott2021-03-301-1/+8
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* ball: Improve convex corner collisionsP. J. McDermott2021-03-301-0/+1
| | | | This breaks concave collisions, however.
* ball: Use collision lines instead of tilesP. J. McDermott2021-03-301-28/+21
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* ball: Undo bounce reductionP. J. McDermott2021-03-301-6/+1
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* ball: Bounce off one wall per frameP. J. McDermott2021-03-291-26/+6
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* ball: Avoid colliding with multiple coaxial wallsP. J. McDermott2021-03-271-1/+26
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* ball: Keep angle in [0, 360)P. J. McDermott2021-03-271-1/+1
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* ball: Collide with wallsP. J. McDermott2021-03-271-0/+28
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* ball: Add map memberP. J. McDermott2021-03-271-1/+5
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* ball: Fix floating-point remainder arithmeticP. J. McDermott2021-03-271-1/+1
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* ball: Bounce balls off each otherP. J. McDermott2021-03-271-1/+11
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* collision: s/int/double/ in circle-circle funcsP. J. McDermott2021-03-271-2/+2
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* ball: Don't collide spinning balls with othersP. J. McDermott2021-03-271-5/+9
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* ball, map: Convert to left-hand ruleP. J. McDermott2021-03-271-3/+3
| | | | | The SDL coordinate system has a negative orientation (the positive y-axis points down). It's easier to not fight it.
* ball: Move straight ballsP. J. McDermott2021-03-261-0/+2
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* ball: Initialize other ball in collision loopP. J. McDermott2021-03-261-1/+1
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* ball: Move spinning ballsP. J. McDermott2021-03-261-0/+17
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* ball: Position spinning ballP. J. McDermott2021-03-251-2/+12
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* ball: RenderP. J. McDermott2021-03-251-0/+19
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* ball: Add tilesets and gid membersP. J. McDermott2021-03-251-16/+21
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* ball: Convert loops to recursionsP. J. McDermott2021-03-251-22/+18
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* ball: Change data typesP. J. McDermott2021-03-251-6/+6
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* ball: Add spin direction and radiusP. J. McDermott2021-03-251-6/+11
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* ball: New functionsP. J. McDermott2021-03-251-0/+97