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* [WIP] map: Merge wall tiles into hor/vert linesP. J. McDermott2021-03-291-4/+37
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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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* level: Collide balls!P. J. McDermott2021-03-271-0/+1
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* ball: Collide with wallsP. J. McDermott2021-03-271-0/+28
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* collision: s/int/double/ in rect collision pointsP. J. McDermott2021-03-272-4/+6
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* map: Remove trailing spacesP. J. McDermott2021-03-271-2/+2
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* map: Add tile size query functionsP. J. McDermott2021-03-272-0/+14
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* ball: Add map memberP. J. McDermott2021-03-273-3/+9
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* map: Add functions to query tile collisionsP. J. McDermott2021-03-272-0/+22
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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. McDermott2021-03-273-11/+11
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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. McDermott2021-03-272-6/+5
| | | | | 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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* 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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* 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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* 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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